FAQ/Walkthrough
Author : Cody Hearrell
Platform : Pc Computer
Version : Light Side Version
E-Mail : [email protected]
Table of Contents
[1] Introduction
[2] Beginning a New Game
[2.1] Portrait
[2.2] Attributes
[2.3] Skills
[2.4] Feats
[2.5] Name
[2.6] Play
[3] Character Classes
[3.1] Scoundrel
[3.2] Scout
[3.3] Soldier
[4] Attributes
[4.1] Strength
[4.2] Dexterity
[4.3] Constitution
[4.4] Intelligence
[4.5] Wisdom
[4.6] Charisma
[5] Skills
[5.1] Computer Use
[5.2] Demolitions
[5.3] Stealth
[5.4] Awareness
[5.5] Pursuade
[5.6] Repair
[5.7] Security
[5.8] Treat Injury
[6] Feats
[6.1] Two-Weapon Fighting
[6.2] Armor Proficiency
[6.3] Caution
[6.4] Critical Strike
[6.5] Empathy
[6.6] Flurry
[6.7] Gear Head
[6.8] Conditioning
[6.9] Implant Level
[6.10] Power Attack
[6.11] Power Blast
[6.12] Rapid Shot
[6.13] Sniper Shot
[6.14] Weapon Proficiency: Blaster Pistol
[6.15] Weapon Proficiency: Blaster Rifle
[6.16] Weapon Proficiency: Heavy Weapons
[6.17] Weapon Proficiency: Melee Weapons
[6.18] Uncanny Dodge
[6.19] Sneak Attack
[6.20] Toughness
[6.21] Scoundrel's Luck
[6.22] Dueling
[6.23] Droid Upgrade Class
[6.24] Blaster Integration
[6.25] Combat Logic Upgrade
[7] Jedi-Related Feats
[7.1] Weapon Proficiency: Lightsaber
[7.2] Jedi Defense
[7.3] Force Immunity: Fear
[7.4] Jedi Sense
[7.5] Force Sensitive
[7.6] Force Jump
[7.7] Force Focus
[8] Force Powers
[8.1] Dark Powers
[8.1.1] Wound
[8.1.2] Slow
[8.1.3] Fear
[8.1.4] Shock
[8.1.5] Drain Life
[8.2] Light Powers
[8.2.1] Cure
[8.2.2] Force Aura
[8.2.3] Force Valor
[8.2.4] Stun
[8.2.5] Stun Droid
[8.3] Universal Powers
[8.3.1] Burst of Speed
[8.3.2] Force Resistance
[8.3.3] Energy Resistance
[8.3.4] Affect Mind
[8.3.5] Force Push
[8.3.6] Force Suppression
[8.3.7] Throw Lightsaber
[9] Jedi Classes
[9.1] Guardian
[9.2] Consular
[9.3] Sentinel
[10] Your Party
[11] Gaining Experience
[12] Walkthrough, Light Side
[12.1] Endar Spire
[12.2] Taris
[12.3] Dantooine
[12.4] Tatooine
[12.5] Kashyyyk
[12.6] Korriban
[12.7] Levithan
[12.8] Manaan
[12.9] Unknown World
[12.10] Star Forge
[13] Walkthrough, Dark Side
[13.1] Endar Spire
[13.2] Taris
[13.3] Dantooine
[13.4] Tatooine
[13.5] Kashyyyk
[13.6] Korriban
[13.7] Levithan
[13.8] Manaan
[13.9] Unknown World
[13.10] Star Forge
[14] Puzzle Solutions
[15] Journal Entries
[16] Pazaak
[17] Character States
[18] Complete NPC Listing
[18.1] Endar Spire
[18.2] Taris
[18.3] Dantooine
[18.4] Tatooine
[18.5] Kashyyyk
[18.6] Korriban
[18.7] Levithan
[18.8] Manaan
[18.9] Unknown World
[18.10] Star
Forge
[19] Item Listing
[20] Complete Dialogue List
[21] Loading Screen Messages
[1] Introduction
Welcome to my FAQ/walkthrough for Star Wars: Knights of the Old Republic. As
some of you may recall, I had a walkthrough for this game posted at GameFAQs a
long time ago. Unfortunately, I lost my guide when my harddrive died, and
because my file was a little over the CPL limit, it was rejected, and the
version that was here was relatively old. I didn't feel like doing the entire
guide again, so I had it removed from the website.
Well, here it is again. I've decided to re-do it, and this time, I'm going to
make it the "ultimate" strategy guide. The guide will begin with a walkthrough
of the Light side, followed by the Dark side, and then I will have a section
which shows other possible outcomes associated with neither the light or the
dark.
Thanks for reading this guide, and as always, I enjoy any e-mails you send.
[2] Beginning a New Game
So you're ready to start the game. Before you're thrown into the mix, you have
to set up a character, and here is where I help you.
When choosing a character, you must decide between one is female and male.
Depending on your choice, some actions may be different. Instead of "man", you
are referred to as a "woman". Carth speaks differently to you at times by
calling you "beautiful" and things like that. One man in the Upper City
Cantina will only talk to you if you're a female. So on and so forth. Choose
whichever you want, though, because it has no major effect on the game.
[2.1] Portrait
The portrait is purely a cosmetic choice. Whatever you pick is what you'll be
staring at for the duration of the game. No matter what your choice is, your
portrait will change depending on your actions. A light side character will
see his or her portrait change into a nice, white-ish, angelic background,
while a dark side character's portait will transform into an evil, red/orange,
fires of hell background.
[2.2] Attributes
You have six attributes to choose from when starting a character; Strength,
Dexterity, Constitution, Intelligence, Wisdom and Charisma. Check the
"Attributes" section for details on these. Throughout the game, when you reach
certain levels, you can increase these attributes.
[2.3] Skills
You have eight skills to choose from when starting a character; Computer Use,
Demolitions, Stealth, Awareness, Persuade, Repair, Security and Treat Injury.
Check the "Skills" section for details on these. Throughout the game, when you
reach certain levels, you can increase these attributes.
[2.4] Feats
There are over twenty feats to choose from. Some will make you more adept with
two-handed weapons, some will increase your ability to absorb damage, some will
increase your ability to spot cloaked items, and some will allow you to fire
weapons more effectively. Check the "Feats" section for details on all of
them. Throughout the game, when you reach certain levels, you can increase
these attributes.
| [2.5] Name
The name is purely a cosmetic choice, as well. It will not be spoken (even the
pre-loaded names), and it will only be used to identify yourself (Hi, I'm ___),
or when characters talk to you (Are you _____, the big swoop winner?).
[2.6] Play
It does just as it is. Choose Play to confirm your character and start the
opening cinematic.
[3] Character Classes
At the beginning of the game, you have a choice of what type of character you
want to play as. Your decision is permanent, and cannot be changed. Each type
of character has his or her own advantages and weaknesses, and each class gets
different types of feats and skills.
[3.1] Scoundrel
Description: A skillful rogue that gets by on stealth and guile.
The Scoundrel is the character for those who favor a mix of combat and powers.
While not adept at either, they're not slouches, either. As the Scoundrel, you
can hold your own in combat, and when you become a Jedi, you'll be an average
Force user.
Starting Skill Points 24
Starting Feats Armor Proficiency: Light
Critical Strike
Sniper Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Melee Weapons
Sneak Attack 1
Scoundrel's Luck
[3.2] Scout
Description: An explorer most at home on the fringes of space.
The Scout, like the Scoundrel, is not a fighting class. You'll probably need
plenty of medpacs. Your best bets are standard blaster rifles, but you'd be
better off with melee weapons. You benefit greatly from adrenal items. As a
Scout, you get the first Implant Level free, as well as Implant Levels two and
three (when you reach levels four and eight, respectively), free.
Starting Skill Points 20
Starting Feats Armor Proficiency: Light
Armor Proficiency: Medium
Flurry
Implant Level 1
Rapid Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Melee Weapons
[3.3] Soldier
Description: A battle-ready fighter with no equal in combat.
The Soldier is like the warrior of most RPGs. You're dangerous with any kind
of weapon. Unfortunately, you're slow, you gain the least skill points for
every level, and your Force Points are minimal (when you become a Jedi).
Starting Skill Points 4
Starting Feats Armor Proficiency: Heavy
Armor Proficiency: Light
Armor Proficiency: Medium
Power Attack
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons
[4] Attributes
Attributes are what make your character. Soldiers want to focus on the ones
that are most beneficial, such as Strength, while the Scoundrel and Scout would
find Dexterity and Intelligence a better choice.
All descriptions are taken from in-game.
[4.1] Strength
Strength measures physical power. A high Strength adds modifiers to melee
damage and chance to hit, which is important for characters that use
close-combat weapons (vibroblades, lightsabers).
[4.2] Dexterity
Dexterity measures agility and reflexes. A high Dexterity adds modifiers to
ranged attack rolls (blasters, grenades) and increases a character's Defense
rating, making them harder to hit.
[4.3] Constitution
Constitution represents health and resiliency. A high Constitution adds
modifiers to the vitality points gained at each level-up. This is important
for everyone, but essential for soldiers and Jedi guardians.
[4.4] Intelligence
Intelligence represents knowledge and resoning. A high Intelligence adds
modifiers to the number of points a character has to spend on essential skills.
[4.5] Wisdom
Wisdom represents willpower and perception. A high Wisdow adds modifiers to
Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi
with high Wisdom are also much harder to resist.
[4.6] Charisma
Charisma represents personality and the ability to lead. A high Charisma adds
modifiers to Force-related feats and powers that are very important to all the
Jedi classes. It is also central to any persuasive talker.
===============================================================================
[5] Skills
Skills make certain actions throughout the world easier. If you have a high
skill in Computer Use, for example, you can hack into computers for much less
spikes than a normal person would. Treat Injury allows you to heal more health
points, and Persuade gives you a better chance of making people see your point
of view. For descriptions on all of them, read further.
All descriptions are taken from in-game.
[5.1] Computer Use
Related Attribute: Intelligence
Computer Use allows a character to slice computer programs using disposable
logic rams called computer spikes. A character might disable gun turrets or
flood a patrol area, with more complicated tasks requiring more spikes. A high
rank in this skill reduces the number of spikes required by 1 (to a minimum of
1 for every 4 points total, including attribute score modifiers.
[5.2] Demolitions
Related Attribute: Intelligence
Demolitions can be used to set, recover or disarm mines. Such devices are
either of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to
set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover
the mine adds +10 to the DC. This skill cannot be used untrained.
[5.3] Stealth
Related Attribute: Dexterity
Stealth governs the use of camouflage devices to enter Stealth Mode. If a
character equips such a device and activates Stealth Mode, opponents must make
an Awareness check versus the character's Stealth skill or be unable to detect
them, even if the character is in a direct line of sight. A character in
Stealth Mode can set, disable, and recover mines, use computers and repair
droids, and open doors or containers. Party members will not automatically
enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode
will not work without a camouflage unit. Units of higher quality grant a bonus
to the skill.
[5.4] Awareness
Related Attribute: Wisdom
Awareness governs the ability of a character to spot objects or enemies hidden
by Stealth. If a successful check of this skill is made against the Stealth
skill of the enemy or the DC of a mine, the enemy or object is noticed and
becomes visible. Awareness is always active, but results are best while a
character is moving slowly. Running imparts a -5 penalty to any checks of the
skill.
[5.5] Pursuade
Related Attribute: Charisma
Only the main player character can select this skill during level-up. Persuade
options appear in dialogue when interesting or sensitive information is
available that a character might otherwise be reluctant to reveal. When
selected, rank in this skill is compared with how extreme the request is
(Difficulty Class low, medium, or high, relative to player level). A guard
might easily agree to increase a bounty, but convincing him to leave his post
would be much harder.
[5.6] Repair
Related Attribute: Intelligence
Repair allows a character to fix disabled mechanical devices like droids using
disposable packages of parts. The number of part kits required increases with
the difficulty of the repair. This skill reduces the number of parts required
by 1 (to a minimum of 1) for every 4 points total, including attribute score
modifiers. This skill also modifies the amount of vitality points recovered
when party members droids use repair kits, advanced repair kits, and
construction kits on themselves to repair combat damage.
[5.7] Security
Related Attribute: Wisdom
Security is used to access electronic locking devices. Once a character
invests points in this skill, it becomes one of the default options on targeted
doors and containers. Security spikes can grant a bonus to the skill, and any
in inventory will also appear as a default option on targeted doors and
containers. Characters with no points invested cannot attempt to use this
skill.
[5.8] Treat Injury
Related Attribute: Wisdom
Treat Injury improves the amount of damage healed when a medpac is used, adding
the modified rank to the number of vitality points healed. Advanced medpacs
and life support packs apply multipliers to the user's skill, increasing the
amount healed again.
===============================================================================
[6] Feats
Feats are the major components of the game. From a feat that gives you a
better hit chance at dueling, to those that increase your ability to use
computers, to those that make you more resilient against enemies, there are a
ton to choose from. Read on for further details.
All descriptions are taken from in-game.
[6.1] Two-Weapon Fighting
Two-Weapon Fighting
Prerequisites: None
This feat reduces the attack penalty of a character wielding a double-bladed
weapon or two weapons (one in each hand). The normal penalties of -6 (main
hand)/-10 (off hand) are reduced by 0/4, to a total of -6/-6. Use of a
"balanced" weapon in the off hand can further reduce the attack penalty by 2/0,
to a total of -4/-6.
Improved Two-Weapon Fighting
Prerequisites: Level 4
This feat further reduces the attack penalty of a character wielding a
double-bladed weapon or two weapons (one in each hand). This feat reduces the
attack penalty by an additional 2/2, to a total of -4 (main hand)/-4 (off
hand). Use of a "balanced" weapon in the off hand can further reduce the
attack penalty by 2/0, to a total of -2/-4.
Master Two-Weapon Fighting
Prerequisites: Level 8
This feat again reduces the attack penalty for characters using double-bladed
weapons or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)
/-2 (off hand). Use of a balanced weapon in the off hand can further reduce
the attack penalty by 2/0 to a final total of 0/-2, negating it almost
entirely.
[6.2] Armor Proficiency
Armor Proficiency: Light
Prerequisites: None
This feat allows a character to wear Light armor. Characters without this feat
CANNOT wear Light or heavier armor. Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.
Armor Proficiency: Medium
Prequisites: None
This feat allows a character to wear Medium armor. Characters without this
feat CANNOT wear Medium or heavier armor. Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.
Armor Proficiency: Heavy
Prerequisites: None
This feat allows a character to wear Heavy armor. Characters without this feat
CANNOT wear Heavy armor. Soldiers receive this feat for free. Wookiees and
droids cannot wear armor suits.
[6.3] Caution
Caution
Prerequisites: None
This feat gives a +1 skill point bonus to both Demolitions and Stealth.
Improved Caution
Prerequisites: Level 4
This feat gives a +2 skill point bonus to both Demolitions and Stealth. This
replaces the +1 bonus given by caution.
Master Caution
Prerequisites: Level 8
This feat gives a +3 skill point bonus to both Demolitions and Stealth. This
replaces the +2 bonus given by Improved Caution.
[6.4] Critical Strike
Critical Strike
Prerequisites: None
This feat doubles the critical threat range of melee attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20). If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Critical Strike works
with melee weapons only.
Improved Critial Strike
Prerequisites: Level 4
This feat triples the critical threat range of melee attacks (e.g. if a weapon
needs a roll of 20, a critical hit will result on 19-20). If the attack hits,
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Improved Critical Strike
works with melee weapons only.
Master Critical Strike
Prerequisites: Level 8
This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20). If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier. This feat lowers Defense by -5 when used. Master Critical
Strike works with melee weapons only.
[6.5] Empathy
Empathy
Prerequisites: None
This feat gives a +1 skill point bonus to Persuade, Awareness and Treat Injury.
Improved Empathy
Prerequisites: Level 4
This feat gives a +2 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +1 bonus given by Empathy.
Master Empathy
Prerequisites: Level 8
This feat gives a +3 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +2 bonus given by Improved Empathy.
[6.6] Flurry
Flurry
Prerequisites: None
This feat allows a character to make an extra melee attack during the round.
Characters suffer -4 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -4 penalty to all
attacks that round.
Improved Flurry
Prerequisites: Level 4
This feat allows a character to make an extra melee attack during the round.
Characters suffer -2 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -2 penalty to all
attacks that round.
Master Flurry
Prerequisites: Level 8
This feat allows a character to make an extra melee attack during the round.
Characters suffer -1 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -1 penalty to all
attacks that round.
[6.7] Gear Head
Gear Head
Prerequisites: None
This feat gives a +1 skill point bonus to Repair, Security and Computer Use.
Improved Gear Head
Prerequisites: Level 4
This feat gives a +2 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +1 bonus given by Gear Head.
Master Gear Head
Prerequisites: Level 8
This feat gives a +3 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +2 bonus given by Improved Gear Head.
[6.8] Conditioning
Conditioning
Prerequisites: None
This feat provides a +1 bonus to all saving throws, reflecting the character's
excellent physical conditioning.
Improved Conditioning
Prerequisites: Level 4
This feat provides a +1 bonus to all saving throws, reflecting the character's
extraordinary physical conditioning.
Master Conditioning
Prerequisites: Level 8
This feat provides a +1 bonus to all saving throws, reflecting the character's
near-perfect physical conditioning.
[6.9] Implant Level
Implant Level 1
Prerequisites: None
This feat allows use of level one cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Only one implant may be used at a time. Scouts get
this feat for free at first level.
Implant Level 2
Prerequisites: Level 4
This feat allows use of level two cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Level two implants are more powerful than level one
implants. Only one implant may be used at a time. Scouts get this feat for
free at fourth level.
Implant Level 3
Prerequisites: Level 8
This feat allows use of level three cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Level three implants are significantly more powerful
than level one or two implants. Only one implant may be used at a time.
Scouts get this feat for free at eighth level.
[6.10] Power Attack
Power Attack
Prerequisites: None
Power Attack adds +5 damage to the next attack, but also a -3 to hit. Used to
quickly dispatch groups of easy-to-hit opponents. Only applies to melee
weapons.
Improved Power Attack
Prerequisites: Level 4
A character using improved Power Attack receives +8 to damage on the next melee
attack, but the attack is made with a penalty of -3 to hit. Used to quickly
dispatch groups of easy-to-hit opponents.
Master Power Attack
Prerequisites: Level 8
When activated, Master Power Attack adds +10 to damage on the next melee
attack, but imparts a -3 penalty to hit. Used to quickly dispatch groups of
easy-to-hit opponents.
[6.11] Power Blast
Power Blast
Prerequisites: None
Power Blast adds +5 damage to the next attack, but also a -3 to hit. Used to
quickly dispatch groups of easy-to-hit opponents. Only applies to ranged
weapons.
Improved Power Blast
Prerequisites: Level 4
A character using improved Power Blasy receives +8 to damage on the next
blaster or missile attack, but the attack is made with a penalty of -3 to hit.
Used to quickly dispatch groups of easy-to-hit opponents.
Master Power Blast
Prerequisites: Level 8
When activated, Master Power Blast adds +10 to damage on the next blaster or
missile attack, but imparts a -3 penalty to hit. Used to quickly dispatch
groups of easy-to-hit opponents.
[6.12] Rapid Shot
Rapid Shot
Prerequisites: None
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -4 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -4 penalty to all
attacks that round.
Improved Rapid Shot
Prerequisites: Level 4
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -2 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -2 penalty to all
attacks that round.
Master Rapid Shot
Prerequisites: Level 8
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -1 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -1 penalty to all
attacks that round.
[6.13] Sniper Shot
Sniper Shot
Prerequisites: None
This feat doubles the critical threat range of ranged attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20). If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Sniper Shot works with
ranged weapons only.
Improved Sniper Shot
Prerequisites: Level 4
This feat triples the critical threat range of rangged attacks (e.g. if a
weapon needs a roll of 20, a critical hit will result on 19-20). If the
attack hits, the target is also stunned for 6 seconds unless they make a
Fortitude save at a DC of the attacking character's level + attacking
character's Strength modifier. This feat lowers Defense by -5 when used.
Improved Sniper Shot works with ranged weapons only.
Master Sniper Shot
Prerequisites: Level 8
This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20). If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier. This feat lowers Defense by -5 when used. Master Sniper
Shot works with ranged weapons only.
[6.14] Weapon Proficiency: Blaster Pistol
Weapon Profiency: Blaster Pistol
Prerequisites: None
This feat gives a character basic training in the use of standard Blaster
Pistol weapon types.
Weapon Focus: Blaster Pistol
Prerequisites: None
Adds a +1 attack bonus with Blaster Pistols.
Weapon Specialization: Blaster Pistol
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Blaster Pistols.
[6.15] Weapon Proficiency: Blaster Rifle
Weapon Profiency: Blaster Rifle
Prerequisites: None
This feat gives a character basic training in the use of Blaster Rifle weapon
types.
Weapon Focus: Blaster Rifle
Prerequisites: None
Adds a +1 attack bonus with Blaster Rifles.
Weapon Specialization: Blaster Rifle
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Blaster Rifles.
[6.16] Weapon Proficiency: Heavy Weapons
Weapon Profiency: Heavy Weapons
Prerequisites: None
This feat gives a character basic training in the use of Heavy Weapons, such as
repeating blasters.
Weapon Focus: Heavy Weapons
Prerequisites: None
Adds a +1 attack bonus with Heavy Weapons.
Weapon Specialization: Heavy Weapons
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Heavy Weapons.
[6.17] Weapon Proficiency: Melee Weapons
Weapon Profiency: Melee Weapons
Prerequisites: None
This feat gives a character basic training in the use of hand-to-hand melee
weapon types, such as vibroblades and other powered or unpowered items.
Weapon Focus: Melee Weapons
Prerequisites: None
Adds a +1 attack bonus with Melee Weapons.
Weapon Specialization: Melee Weapons
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Melee Weapons.
[6.18] Uncanny Dodge
Uncanny Dodge 1
Prerequisites: Level 4 Scout
A character with Uncanny Dodge retains the dexterity bonus to Defense even when
surprised by camouflaged opponents, and also gains +2 on saves versus grenades.
Uncanny Dodge 2
Prerequisites: Level 7 Scout
A character with Uncanny Dodge Two retains the dexterity bonus to Defense even
when surprised by camouflaged opponents, and also gains +4 on saves versus
grenades.
[6.19] Sneak Attack
Sneak Attack I
Prerequisites: Level 1 Scoundrel
Sneak Attack I adds 1-6 points of extra damage to attacks when the target can't
respond to the attacker. The extra damage is applied to attacks made from
behind the target, attacks against stunned or otherwise immobilized targets,
and any attacks made while in Stealth Mode (combat cancels Stealth Mode, but
the first attack receives the bonus). Sneak Attack only works if the target is
within 10 meters. The extra damage is not multiplied in the case of a critical
hit.
Sneak Attack II
Prerequisites: Level 3 Scoundrel
Sneak Attack II adds 2-12 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
Sneak Attack III
Prerequisites: Level 5 Scoundrel
Sneak Attack III adds 3-18 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
Sneak Attack IV
Prerequisites: Level 7 Scoundrel
Sneak Attack IV adds 4-24 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
Sneak Attack V
Prerequisites: Level 9 Scoundrel
Sneak Attack IV adds 5-30 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
Sneak Attack VI
Prerequisites: Level 11 Scoundrel
Sneak Attack IV adds 6-36 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
Sneak Attack VII
Prerequisites: Level 13 Scoundrel
Sneak Attack IV adds 7-42 points of extra damage to attacks when the target
can't respond to the attacker. The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus). Sneak Attack only works if the
target is within 10 meters. The extra damage is not multiplied in the case of
a critical hit.
[6.20] Toughness
Toughness
Prerequisites: None
This feat gives the character 1 extra vitality point every time they level up.
This bonus is retroactive for levels previously gained.
Improved Toughness
Prerequisites: Level 4
The character is very resilient. This feat subtracts 2 points from any damage
suffered. The character retains the +1 vitality point per level granted by
Toughness
Master Toughness
Prerequisites: Level 8
The character is further fortified against damage. The character gains an
additional +1 vitality point at each level up, retroactive for levels
previously gained. This is in addition to the +1 vitality point per level
granted by Toughness, and the 2-point physical damage resistance granted by
Improved Toughness.
[6.21] Scoundrel's Luck
Scoundrel's Luck
Prerequisites: Scoundrel
Scoundrels have a knack for getting in trouble, but to compensate, they also
possess an incredible instinct for survival. This manifests as a truly useful
+2 to defense. This feat is always active.
Improved Scoundrel's Luck
Prerequisites: Level 6 Scoundrel
As their skills increase, Scoundrels learn to make the most of their infamous
luck, turning the whims of chance into a certain +4 to defense. This feat is
always active. This feat replaces Scoundrel's Luck.
Master Scoundrel's Luck
Prerequesities: Level 12 Scoundrel
At the heights of their abilities, Scoundrels can seem to regularly defy the
odds to survive any situation. Their skills and luck combine to grant a
remarkable +6 to defense. This feat is always active. This feat replaces
Improved Scoundrel's Luck.
[6.22] Dueling
Dueling
Prerequisites: None
Characters that focus on using single one-handed weapons in battle gain +1 to
attack and +1 to defense due to the efficiency of this form of combat. This
applies to both ranged and melee weapons.
Improved Dueling
Prerequisites: Level 4
Continued focus on the use of single one-handed weapons grants a character +2
to attack and +2 to defense. This applies to both ranged and melee weapons.
Master Dueling
Prerequisites: Level 8
Characters that have mastered the use of single one-handed weapons gain +3 to
attack and +3 to defense. This applies to both ranged and melee weapons.
[6.23] Droid Upgrade Class
Droid Upgrade Class 1
Prerequisites: Level 1 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 1 allows the use of level 1 upgrade items.
Droid Upgrade Class 2
Prerequisites: Level 7 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 2 allows the use of level 1 and level 2 upgrades.
Droid Upgrade Class 3
Prerequisites: Level 13 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrade.
[6.24] Blaster Integration
Blaster Integration
Prerequisites: Utility Droid
This feat gives the adapatable T3-M4 unit the ability to integrate blasters
into its weapon systems. Special universal ports allow internal placement of
most models of blaster pistol, tapping the energy pack and emitters as though
factory installed.
[6.25] Combat Logic Upgrade
Combat Logic Upgrade
Prerequisites: Droid
The droid is fitted with the most basic combat programming, allowing for simple
but effective defense maneuvers. This feat grants +2 to defense and is always
active.
Tactician Logic Upgrade
Prerequisites: Level 6 Droid
Having witnessed the effects and actions of combat first hand, the droid is
able to self-upgrade their defensive algorithms. This feat grants +4 to
defense and is always active. This feat replaces the Combat Logic upgrade.
Battle Droid Logic Upgrade
Prerequisites: Level 12 Droid
Fully experienced with the rigors of combat, the droid is able to self-upgrade
its tactical reasoning and maximize its defensive potential. This feat grants
+6 to defense and is always active. This feat replaces the Tactician Logic
upgrade.
[7] Jedi Related Feats
Jedi feats are those that only have effect if you're a Jedi, and therefore will
not be available until you have completed your Jedi Training on Dantooine. For
more information on all these feats, keep reading.
All descriptions taken from in-game.
[7.1] Weapon Proficiency: Lightsaber
Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only
This feat gives a character basic training in the use of Lightsaber weapon
types.
Weapon Focus: Lightsaber
Prerequisites: Jedi classes only
Adds a +1 attack bonus with lightsabers.
[7.2] Jedi Defense
Jedi Defense
Prerequisites: Jedi classes only
This feat allows a character with an equipped lightsaber to deflect blaster
bolts at any time. When a character is fired upon, an opposed roll is made
against the attack. If the result is greater than the attack roll, the blaster
bolt is deflected. If the attack is beaten by 10 or more, the bolt is
deflected back at the enemy. Jedi classes receive this feat at 1st level.
Advanced Jedi Defense
Prerequisites: Level 4
This feat gives a character a +3 bonus to all blaster bolt deflection rolls.
Certain items may apply a bonus or penalty to this ability. This feat
replaces the bonus given by Jedi Defense.
Master Jedi Defense
Prerequisites: Level 8
This feat gives a character a +6 bonus to all blaster bolt deflection rolls.
Certain items may apply a bonus or penalty to this ability. This feat
replaces the bonus given by Advanced Jedi Defense.
[7.3] Force Immunity: Fear
Force Immunity: Fear
Prerequisites: Jedi Sentinel
The Jedi possesses an inner calm that cannot be shaken by mere threats to mind
or body. The Force grants understanding, which is a shield that fear cannot
breach. This feat is always active.
Force Immunity: Stun
Prerequisites: Level 6 Jedi Sentinel
The Jedi has an unshakable connection to the Force and, through it, to the
galaxy as well. No amount of damage or distraction will cause fear or a loss
of alertness. This feat is always active. This feat replaces Force Immunity:
Fear.
Force Immunity: Paralysis
Prerequisites: Level 12 Jedi Sentinel
The Jedi is one with the Force, moving within it as it moves within all things.
This connection prevents fear or loss of senses, and blocks any attempt at
paralyzation. This feat is always active. This feat replaces Force Immunity:
Stun.
[7.4] Jedi Sense
Jedi Sense
Prerequisites: Jedi
The Jedi develops a connection to the Force that allows them to better sense
incoming attacks. This feat grants +2 defense and is always active.
Knight Sense
Prerequisites: Level 6 Jedi
Furthering their connection to the Force, the Jedi gains an additional
sensitivity to the actions of others in combat. This feat grants +4 defense
and is always active. This feat replaces Jedi Sense.
Master Sense
Prerequisites: Level 12 Jedi
As their connection to the Force continues to strengthen, the Jedi gains a
supreme sense of self and the actions of others in combat. This feat grants +6
defense and is always active. This feat replaces Knight Sense.
[7.5] Force Sensitive
Force Sensitive
Unique Ability: Main character Jedi
Jedi training affects each Padawan uniquely, allowing them to grow in ability
while addressing personal flaws. On rare occasions, however, exceptional
individuals open doors to strengths they did not know they had. This feats
represents a heightened connection to the Force previously unseen in a newly
trained Jedi. This feat grants 40 additional Force Points to the character's
base total.
[7.6] Force Jump
Force Jump
Prerequisites: Jedi Guardian
Requires Lightsaber
The Jedi knows that if diplomacy fails, combat must be swift and decisive.
When an opponent at range is targeted with a standard lightsaber melee attack,
this feat allows Guardians to make a quick series of jumps and rolls to close
the distance almost instantly. This feat is automatic when wielding a
lightsaber and targeting opponents with a standard melee attack from more than
10 meters away. The Jedi must have a clear line of sight to the opponent.
NOTE: Using a feat or special attack negates this ability.
Improved Force Jump
Prerequisites: Level 6 Jedi Guardian
Requires Lightsaber
The Jedi knows that if combat is inevitable it must be swift and decisive.
When an opponent at range is targeted with a standard lightsaber melee attack,
the Guardian closes the distance almost instantly and automatically receives +2
to hit and damage on the first strike. This feat is automatic when wielding a
lightsaber and targeting opponents with a standard melee attack from more than
10 meters away. The Jedi must have a clear line of sight to the opponent.
This feat replaces Force Jump. NOTE: Using a feat or special attack negates
this ability.
Master Force Jump
Prerequisites: Level 12 Jedi Guardian
Requires Lightsaber
The Jedi knows that if combat is inevitable it must be swift and decisive.
When an opponent at range is targeted with a standard lightsaber melee attack,
the Guardian closes the distance almost instantly and automatically receives +4
to hit and damage on the first strike. This feat is automatic when wielding a
lightsaber and targeting opponents with a standard melee attack from more than
10 meters away. The Jedi must have a clear line of sight to the opponent.
This feat replaces Improved Force Jump. NOTE: Using a feat or special attack
negates this ability.
[7.7] Force Focus
Force Focus
Prerequisites: Jedi Consular
This feat adds +1 to the Difficulty Class for all saving throws against the
character's Force powers. This feat is always active.
Improved Force Focus
Prerequisites: Level 6 Jedi Consular
This feat adds +2 to the Difficulty Class for all saving throws against the
character's Force powers. This feat is always active. This feat replaces
Force Focus.
Master Force Focus
Prerequisites: Level 12 Jedi Consular
This feat adds +4 to the Difficulty Class for all saving throws against the
character's Force powers. This feat is always active. This feat replaces
Improved Force Focus.
[8] Force Powers
What would this Star Wars game be without the Force? Probably the same thing,
without any powers or the Star Wars name. Here I've listed all the Force
Powers available to you, their requirements, and their game description.
All descriptions taken from in-game.
[8.1] Dark Powers
Dark Powers are for those who lean to the dark side, and of course, these are
the coolest. You can wound people, drain their life, or make them cower in
fear. If you are a dark character, using these consumes less Force Points. If
you are a light side character, one of these will require more points than
normal. A neutral character pays the standard.But using dark side powers do not
get you more darkside points.
[8.1.1] Wound
Wound
Prerequisites: Jedi
This power triggers spasms in the victim's lungs, causing great pain and
inflicting 2/3rds of the attacking character's level in damage every 2 seconds
for the duration (6 seconds). A successful Fortitude save at DC 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers results in no effect. This power does not affect droids.
Choke
Prerequisites: Character Level 9
This power constricts the throat of a target at range, stunning and inflicting
2/3rds of the attacking character's level in damage every 2 seconds for the
duration (6) seconds. The target also suffers a temporary (24) second -4
penalty to Constitution, Dexterity and Strength. A successful Fortitude save
at DC 5 + the attacking character's level + the attacking character's Wisdom
and Charisma modifiers results in no effect. This power does not affect
droids.
Kill
Prerequisites: Character Level 12
This power allows the Jedi to exterminate an enemy at range with a single
thought, causing the target to choke for 6 seconds and inflicting damage equal
to half the target's maximum Vitality points. If the target makes a Fortitude
save at DC 5 + the attacking character's level + the attacking character's
Wisdom and Charisma modifiers they are not chocked, but instead suffer damage
equal to the attacking character's level. This power does not affect droids.
[8.1.2] Slow
Slow
Prerequisites: Jedi
This power clouds the mind, making a target's actions unusually sluggish. The
victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls. The
effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers is made. This power does not affect droids.
Affliction
Prerequisites: Character Level 6
Affliction causes a target to suffer as though poisoned, unless a Fortitude
saving throw is made at a DC of 20. Failure causes the loss of seven points
from each physical attribute (1 point every 3 seconds over 21 seconds), and the
target is slowed for the duration. A successful save negates this effect.
This power does not affect droids.
Plague
Prerequisites: Character Level 12
Restricted By Armor
Plauge causes a target to suffer as though deathly ill from poison, losing 12
points from each physical attribute (1 point ever second over 12 seconds). The
target is also slowed for the duration. Plague has a DC of 100, making it
impossible to save against its effects. This power does not affect droids.
[8.1.3] Fear
Fear
Prerequisites: Jedi
This power causes fear in a single creature, such that they cower in fear of
the attacking Jedi for 6 seconds. A successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers negates this effect. This power does not affect droids.
Horror
Prerequisites: Character Level 6
This power causes all hostile creatures within a 5-meter radius of a target
enemy to cower in catatonic fear of the attacking Jedi for 12 seconds. A
successful Will save at a DC of 5 + the attacking character's level + the
attacking character's Wisdom and Charisma modifiers negates this effect. This
power does not affect droids.
Insanity
Prerequisites: Character Level 12
This power can greatly confuse an enemy force, inflaming paranoia and doubt.
All enemies within a 10-meter radius of the target must make a Will save at a
DC of 5 + the attacking character's level + the attacking character's Wisdom
and Charisma modifiers or cower in catatonic terror for 12 seconds. This power
does not affect droids.
[8.1.4] Shock
Shock
Prerequisites: Jedi
Restricted By Armor
This power unleashes an energy attack on a single target enemy. The enemy
suffers 1-6 points of damage per each of the attacking character's levels to a
maximum of 10 levels (10-60 points). A successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers reduces damage by half.
Force Lightning
Prerequisites: Character Level 9
Restricted By Armor
This power unleashes an energy attack on all hostile creatures up to 16 meters
in front of the Jedi. Victims suffer 1-6 points of damage per each of the
attacking character's levels, to a maximum of 10 levels (10-60) points. A
successful Will save at a DC of 5 + the attacking character's level + the
attacking character's Wisdom and Charisma modifiers reduces damage by half.
Force Storm
Prerequisites: Character Level 18
Restricted By Armor
This power unleashes a direct energy attack on all hostile creatures within 10
meters of a target enemy. Victims suffer 1-6 points of damage to both Vitality
and Force Point totals per each of the attacking character's levels, to a
maximum of 10 levels (10-60) points. A successful Will save at a DC of 5 +
the attacking character's level + the attacking character's Wisdom and Charisma
modifiers reduces damage by half.
[8.1.5] Drain Life
Drain Life
Prerequisites: Character Level 9
Restricted By Armor
This power allows the Jedi to drain the life of others to heal himself. 1-4
points are drained for every level of the character, to a maximum of 10 levels
(10-40) points. A successful Fortitude save at a DC 5 + the attacking
character's level + the attacking character's Wisdom and Charisma modifiers
reduces damage by half. This power does not affect droids.
Death Field
Prerequisites: Character Level 18
Restricted By Armor
Death Field targets all enemies within a 10-meter radius, draining life to heal
the attacking Jedi. The damage is 1-4 per level of the character, to a maximum
of 10 levels (10-40 points). A Fortitude save made at a DC 5 + the attacking
character's level + the attacking character's Wisdom and Charisma modifiers
reduces the damage by half. The character is healed the equivalent of the most
damage dealt to any single enemy. This power does not affect droids.
[8.2] Light Powers
If you are a light character, using these consumes less Force Points. If
you are a dark side character, one of these will require more points than
normal. A neutral character pays the standard.
[8.2.1] Cure
Cure
Prerequisites: Character Level 6
This power heals all party members within a 15 meter radius. It heals 5
vitality points + 1 point for every Charisa modifier, Wisdom modifier, and
level of the Force user. This power does not affect droids.
Heal
Prerequisites: Character Level 12
This power heals all party members within a 15 meter radius. Each party member
gains 10 vitality points + 1 point for every Charisa modifier, Wisdom modifier,
and level of the Force user. Poisons are neutralized by this effect. This
power does not affect droids.
[8.2.2] Force Aura
Force Aura
Prerequisites: Jedi
Restricted By Armor
When this power is activated, the Jedi is temporarily granted a +2 bonus to
Defense and all saving throws. The effect lasts for 20 seconds.
Force Force Shield
Prerequisites: Character Level 6
Restricted By Armor
When this power is activated, the Jedi is temporarily granted a +4 bonus to
Defense and all saving throws. The effect lasts for 20 seconds.
Force Armor
Prerequisites: Character Level 12
Restricted By Armor
When this power is activated, the Jedi is temporarily granted a +6 bonus to
Defense and all saving throws. The effect lasts for 20 seconds.
[8.2.3] Force Valor
Force Valor
Prerequisites: Jedi
Restricted By Armor
This power increases the physical attributes and saving throws of the Jedi and
all party members by 2 points. The effect lasts for 20 seconds.
Knight Valor
Prerequisites: Character Level 9
Restricted By Armor
This power increases the physical attributes and saving throws of the Jedi and
all party members by 3 points, and also grants immunity to poison. The effect
lasts for 20 seconds. Knight Valor replaces the bonus granted by Force Valor.
Master Master Valor
Prerequisites: Character Level 15
Restricted By Armor
This power increases the physical attributes and saving throws of the Jedi and
all party members by 5 points, and also grants immunity to poison. The effect
lasts for 20 seconds. Master Valor replaces the bonus granted by Knight Valor.
[8.2.4] Stun
Stun
Prerequisites: Jedi
This power allows the Jedi to assault the mind of an opponent, effectively
stunning them for 9 seconds. A successful Fortitude save by the target at a DC
of 5 + the attacking character's level + the attacking character's Wisdom and
Charisma modifiers means the target is slowed for the duration instead of
stunned. This power does not affect droids.
Stasis
Prerequisites: Character Level 9
An opponent targeted by this power is held in stasis, unable to move or take
any action for 12 seconds. A successful Fortitude save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means the target is slowed for the duration instead of stunned. This
power does not affect droids.
Stasis Field
Prerequisites: Character Level 15
Restricted By Armor
This power can lull the senses of a group, placing all hostile creatures within
a 10-meter radius of a target enemy in a catatonic stasis. The victims remain
in this state for 12 seconds, but a successful Fortitude save versus a DC of 5
+ the attacking character's level + the attacking character's Wisdom and
Charisma modifiers means the target is slowed for the duration instead of
stunned. This power does not affect droids.
[8.2.5] Stun Droid
Stun Droid
Prerequisites: Jedi
This power can send a surge of energy through the processor of a droid,
rendering them immobile for 12 seconds. The droid also takes damage equivalent
to the attacking character's level. A successful Fortitude save by the target
at a DC of 5 + the attacking character's level + the attacking character's
Wisdom and Charisma modifiers negates the stun and reduces damage by half.
Disable Droid
Prerequisites: Character Level 6
Disable Droid temporarily shuts down all droids within 5 meters of a target
droid, inflicting damage equivalent to the attacking character's level.
Affected droids remain disabled for 12 seconds. A Fortitude at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers will negate the stun and reduce damage by half.
Destroy Droid
Prerequisites: Character Level 12
Destroy Droid affects all droids within 7 meters of a target droid, disabling
them for 12 seconds and inflicting 1-6 damage per level of the attacking
character. A successful Fortitude at a DC of 5 + the attacking character's
level + the attacking character's Wisdom and Charisma modifiers results in half
damage.
[8.3] Universal Powers
These powers are available to both light and dark characters, and each pays the
same amount of Force Points. If you're gravitating toward the neutral side,
too bad, because you don't get a discount.
[8.3.1] Burst of Speed
Burst of Speed
Prerequisites: Jedi
Restricted By Armor
This power allows a Jedi to move very swiftly, pressing his or her body to its
physical limits. For the duration of this effect (36 seconds), movement speed
is doubled and 2 Defense is granted.
Knight Speed
Prerequisites: Character Level 9
Restricted By Armor
This power allows a Jedi to move more swiftly than the physical limitations of
his body should allow. For the duration of this effect (36 seconds), movement
speed is doubled, Defense is increased by 4, and 1 attack per round is gained.
Master Speed
Prerequisites: Character Level 15
Restricted By Armor
This power allows a Jedi to move with such speed that, for the duration of the
effect (36 seconds), movement speed is doubled, Defense is increased by 4, and
2 attacks per round are granted.
[8.3.2] Force Resistance
Force Resistance
Prerequisites: Character Level 9
Restricted By Armor
This power offers some protection from direct Force Power attacks by Jedi
opponents, possibly negating their effects. The attacking Jedi makes an
opposed roll using d20 + his level versus a DC of 10 + the defending
character's level. If the attacker's result is greater, the attack succeeds.
If the defender's total is greater, the attack has no effect. Force Resistance
lasts for 60 seconds.
Force Immunity
Prerequisites: Character Level 15
Restricted By Armor
This power offers good protection from direct Force Power attacks by Jedi
opponents, possibly negating their effects. The attacking Jedi makes an
opposed roll using d20 + his level versus a DC of 15 + the defending
character's level. If the attacker's result is greater, the attack succeeds.
If the defender's total is greater, the attack has no effect. Force Resistance
lasts for 60 seconds.
[8.3.3] Energy Resistance
Energy Resistance
Prerequisites: Jedi
This power shields the Jedi in the Force, absorbing the first 15 points of
damage from sonic, fire, cold and electrical attacks. Damage over and above
the first 15 points is suffered as normal. This effect lasts for 120 seconds.
Improved Energy Resistance
Prerequisites: Character Level 9
This power allows the Jedi to shield the entire party in the Force, granting
immunity to poisons and disease and absorbing the first 15 points of damage
from sonic, fire, cold and electrical attacks directed at them. Damage over
and above the first 15 points is suffered as normal. This effect lasts for 120
seconds.
[8.3.4] Affect Mind
Affect Mind
Prerequisites: Jedi
Affect Mind enables persuasive use of the Force. Once a Jedi has this power,
extra options will appear in conversations as appropriate. Success is not
guaranteed for extreme commands or if the target is strong willed. This power
does not even droids. Only the main player character can select this power
during level-up.
Dominate Mind
Prerequisites: Character Level 6
Dominate Mind enables persuasive use of the Force. Once a Jedi has this power,
extra options appear in conversations as appropriate. Dominate Mind is more
powerful than Affect Mind, and very few beings can resist its effects. This
power does not affect droids.Only the main player character can select this
power during level-up.
[8.3.5] Force Push
Force Push
Prerequisites: Character Level Jedi
An opponent targeted by this power is pushed back 5 meters, thrown to the
ground stunned for 3 seconds, and suffers damage equal to the attacking
character's level. A successful Reflex save by the target at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means the target is not stunned, but still suffers damage equal to
half the Jedi's level.
Force Whirlwind
Prerequisites: Character Level 9
This power encircles the target victim in a small maelstrom of air and dust,
inflicting one third of the attacking character's level in damage every 2
seconds, and rendering them unable to take any action (12 seconds total). A
successful Reflex save by the target at a DC of 5 + the attacking character's
level + the attacking character's Wisdom and Charisma modifiers negates the
damage and immobilizing effects altogether. This power does not affect droids
equipped with energy shield hardware.
Force Wave
Prerequisites: Character Level 15
This power creates a telekinetic explosion around the Jedi. All enemies within
15 emters are thrown 5 meters, fall to the ground and are incapacitated for 6
seconds, and take damage equal to one and a half times the attacking
character's level. A successful Reflex save by the target at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means an enemy is not stunned, but still suffers half damage.
[8.3.6] Force Suppression
Force Suppression
Prerequisites: Character Level
Restricted By Armor
This ability will ancel first and second tier Force powers active on the
target. The affected Force Powers are Force Aura, Force Shield, Force Valor,
Knight Valor, Burst of Speed, Knight Speed, Energy Resistance, and Force
Resistance. These powers are instantly cancelled, but the target can
reactivate them if Force Points are available.
Force Breach
Prerequisites: Character Level 15
Restricted By Armor
This ability will ancel first and second tier Force powers active on the
target. The affected Force Powers are Force Aura, Force Shield, Force Armor,
Force Valor, Knight Valor, Master Valor, Burst of Speed, Knight Speed, Master
Speed, Energy Resistance, Improved Energy Resistance, Force Resistance and
Force Immunity. These powers are immediately shut down, but the target can
reactivate them if Force Points are available.
[8.3.7] Throw Lightsaber
Throw Lightsaber
Prerequisites: Jedi
Requires Lightsaber
Throw Lightsaber allows the character to attack a target at range by throwing a
lightsaber, guiding it with the Force. The target must be at least 5 meters
away. This attack always hits. Damage is 1-6 for every two levels of the
attacking character. NOTE: Once the lightsaber is thrown, it will
automatically return to the Jedi's hand at the end of the round.
Adv. Throw Lightsaber
Prerequisites: Character Level 9
Requires Lightsaber
This power allows the character to attack up to three separate targets with a
single lightsaber throw. The first target must be at least 5 meters away, and
each additional target must be within 5 meters of the previous. This attack
always hits. Damage is 1-6 for every two levels of the attacking character.
NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's
hand at the end of the round.
[9] Jedi Classes
There are three different classes of Jedi you can become.
Descriptions are taken from the training computer in the Jedi Enclave on
Dantooine.
[9.1] Guardian
Jedi Guardians battle against the forces of evil and the dark side. They focus
on combat training and masterful use of the lightsaber.
Basic Class Attributes: 10 vitality per level
4 Force Points per level
Slow skill progression
Fast feat progression
Jedi Guardians gain the Force Jump feat automatically. This feat allows them
to instantly close the distance and attack an opponent within 10 meters.(This is my
favourite jedi class)
[9.2] Consular
Jedi Consulars seek to bring balance to the universe. They focus less on
physical combat and more on mental discliplines in order to augment their
mastery of the force.
Basic Class Attributes: 6 vitality per level
8 Force Points per level
Slow skill progression
Slow feat progression
Jedi Consulars gain the Force Focus feat automatically. This feat makes it
harder for opponents to resist their Force Powers.
[9.3] Sentinel
Jedi Sentinels ferret out deceit and injustice, brining them to light. They
strike a balance between the physical and mental disciplines of the Jedi Order.
Basic Class Attributes: 8 vitality per level
6 Force Points per level
Average skill progression
Slow feat progression
Jedi Sentinels gain the Jedi Immunity feat automatically. This makes them
immune to fear.
[10] Your Party
By the end of the game, you will have almost ten characters to choose from to
accompany you in your battle. Here is a listing of them, sorted by name. You
will see where you first get the person, what their class is, and their dark or
light alignment. At the party screen, you have the choice between two
additional people to take. The party screen is divided into nine squares, each
representing someone you can take or someone who will eventually join you, and
they are as follows:
|===============================|
| Bastila | Canderous | Carth |
|=========|===========|=========|
| HK-47 | Jolee | Juhani |
|=========|===========|=========|
| Mission | T3-M4 | Zaalbar |
|===============================|
Bastila Shan
Location: Available after winning the Taris swoop race.
Alignment: Light
Starting Stats
Jedi Class Sentinel
Jedi Level 3
Vitality 27/27
Force 27/27
Defense 16
Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 15
Fortitude 4
Reflex 7
Will 3
Starting Inventory
Body Clothing
Canderous Ordo
Location: Available after you arrive at Davik's Estate
Alignment: Dark
Starting Stats
Class Soldier
Level 5
Vitality 65/65
Defense 11
Strength 15
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10
Fortitude 6
Reflex 2
Will 3
Starting Inventory
Body Clothing
Both Hands Ordo's Repeating Blaster
Carth Ornasi
Location: Available immediately, once you arrive on Taris.
Alignment: Light
Starting Stats
Class Soldier
Level 4
Vitality 44/44
Defense 13
Strength 13
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 12
Fortitude 5
Reflex 4
Will 1
Starting Inventory
Body Clothing
Left Hand Blaster Pistol
Right Hand Carth's Blaster
HK-47
Location: You must buy him from Yuka Laka on Tatooine.
Alignment: Dark
Starting Stats
Class Combat Droid
Level 6
Vitality 66/66
Defense 16
Strength 16
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 12
Charisma 10
Fortitude 5
Reflex 4
Will 3
Starting Inventory
Right Weapon Blaster Rifle
Jolee Bindo
Location: Kashyyyk, once you enter the Shadowlands. Must do a task for him.
Alignment: Light
Starting Stats
Jedi Class Consular
Jedi Level 6
Vitality 42/42
Force 72/72
Defense 21
Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 15
Charisma 15
Fortitude 7
Reflex 7
Will 8
Starting Inventory
Body Jedi Knight Robe
Right Hand Lightsaber (green)
Juhani
Location: Dantooine, if you don't kill her and convince her to change
Alignment: Light
Starting Stats
Jedi Class Guardian
Jedi Level 6
Vitality 78/78
Force 36/36
Defense 19
Strength 13
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 13
Fortitude 8
Reflex 9
Will 5
Starting Inventory
Body Jedi Knight Robe
Right Hand Lightsaber, Blue
Mission Vao
Location: Taris, in Undercity before you enter sewers
Alignment: Light
Starting Stats
Class Scoundrel
Level 3
Vitality 21/21
Defense 16
Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 11
Charisma 10
Fortitude 2
Reflex 6
Will 1
Starting Inventory
Body Clothing
Belt Stealth Field Generator
Right Hand Blaster Pistol (also has Mission's Vibroblade, but she does
not have it equipped, for some reason)
T3-M4
Location: Taris, bought from Janice Nall's Droid Shop as part of quest.
Alignment: Neutral
Starting Stats
Class Expert Droid
Level 3
Vitality 30/30
Defense 17
Strength 10
Dexterity 15
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10
Fortitude 3
Reflex 5
Will 1
Starting Inventory
Body Droid Light Plating Type 1
Left Hand Shield Disruptor
Right Hand Stun Ray
Shield Energy Shield Level 1
Right Weapon Blaster Pistol
Zaalbar
Location: Taris, after freeing him from the Gamorreans in the Undercity.
Alignment: Neutral
Starting Stats
Class Scout
Level 4
Vitality 60/60
Defense 11
Strength 20
Dexterity 13
Constitution 20
Intelligence 10
Wisdom 12
Charisma 8
Fortitude 9
Reflex 5
Will 5
Starting Inventory
None. Doesn't have anything equipped.
[11] Gaining Experience
For every level gained, you are awarded with points to put into skills,
attributes, and feats.
|-----------------------------|
| Level | Experience Required |
|-------|---------------------|
| 1 | 0 |
| 2 | 1,000 |
| 3 | 3,000 |
| 4 | 6,000 |
| 5 | 10,000 |
| 6 | 15,000 |
| 7 | 21,000 |
| 8 | 28,000 |
| 9 | 36,000 |
| 10 | 45,000 |
| 11 | 55,000 |
| 12 | 66,000 |
| 13 | 78,000 |
| 14 | 91,000 |
| 15 | 105,000 |
| 16 | 120,000 |
| 17 | 136,000 |
| 18 | 153,000 |
| 19 | 171,000 |
| 20 | 190,000 |
|-----------------------------|
[12] Walkthrough
1: (the first answer you should choose)
2: (the second answer you should choose)
3: (etc., etc., etc.)
[12.1] Endar Spire
~Endar Spire`
After the following cinematic, you'll be jarred awake by the sound of multiple
explosions. Soon, Trask runs into your room and speak with you.
After the conversation, look behind you and to your left to find a footlocker.
Open it. Equip anything you want, then speak with Trask, and he'll instruct
you to have him join the party. Afterwards, press Black to switch to him, and
have him unlock the door. Now, control will be given to you again. Run down
this hall, and you'll get a message from Carth. Trask will talk to you after,
so just choose "Let's move out". Keep going down, past the droid to your left,
and stop at the next door. It's locked, and Trask will tell you so. Use your
Security skill to open it and go through.
You'll come across a single Republic soldier fighting two Sith, who eventually
kill him. This is your first battle. Target either of the Sith, and press A
to let combat take over. Heal as necessary. When they're dead, search them
any equipment, then continue into the next door. There will be two more Sith
in here; kill them, then search them. Don't forget to search the Republic
soldier's corpse by the door you came through, as well as the footlocker and
metal box. When everything is yours, go through the door, and walk forward to
trigger a small cutscene, showing the Republic soldiers being killed. After
the cutscene, walk forward. Round the corner, and you'll see three Sith there.
If you have a frag grenade, whip it at the Sith in the middle, and the damage
should take out all three. Walk toward their corpses, and three more Sith will
come from around the bend. Kill them, then search all the corpses. Walk
toward the area the new Sith came from. Ignore the droid, who soon blows up,
but search the "parts pile" next to it. Head back the way you came, turn left,
and go through the door at the end of the hall. You'll witness a battle
between two Jedi's; she wins the fight, but is later killed by an explosion.
Kill the two Sith that show up, then search all the corpses; don't forget to
search the Jedi's corpse! When you've done everything, head into the door to
enter the Bridge.
Once inside, you'll be attacked by two Sith. Kill them, then search their
remains, and forget to check the backpack next to the door. Around this point,
you should be able to level up your character, so do as you wish. Run toward
the front of the bridge, and two explosions will occur. After, search one of
the bodies to get an item, then head to the left side of the room. Take the
one and only door. Walk forward, and step into the next room. Another scene
will take over, showing a Dark Jedi. Trask will keep him occupied, giving you
time to get away. After the scene, head through the door on the left.
After the load, you'll get a message from Carth. He tells you to use your
Stealth Field Generator to sneak by the Sith patrol. You could do this, but
let's kill him instead, so that we can get experience and his goodies. Once he
drops, continue down to the left of the hall he was guarding, and go through
the door. Two Sith are here, so kill them and you'll get another message from
Carth.
After his advice, search the corpse and the footlocker. You now have one of
two choices to make; hack the computer to blow the terminal in the next room,
killing all the Sith, or repair the combat droid and program him to kill the
Sith. I chose to program the droid, but really, it's up to you. Stand to the
side of the door while the droid goes in, firing. Once the droid stops firing,
you're free to move in, as all the Sith have been killed. Don't forget to
search the corpse of the Sith in red, then go through the door to finally meet
up with Carth. When he talks, say "How do I know I can trust you?", then go to
where he moves to, and activate the escape pod. A cutscene will take over,
showing you crash landing on Taris. That's a planet, and therefore, a new part
of the guide.
[12.2] Taris
~Hideout ~
After the cutscene, you'll be shown a vision, one of many to come. When you
wake up, Carth will be there, ready and willing to talk to you.
After the fairly long conversation, you'll have a new journal entry.
Open the footlocker to your right, next to the workbench, then use the bench.
If you are going to be focusing on melee weapons, upgrade the Prototype
Vibroblade you got off the red Sith from the Endar Spire with the Vibration
Cell you got off the dead Jedi. After all the work (heh, right), speak to
Carth to find out more about him and to start a subquest.
After talking, walk toward the one and only door. As you open the door, you
are told to take a party member, and for now, you're required to take Carth.
~South Apartments~
Once the game loads the new area, you'll see a Sith patrol harassing a couple
aliens, one of which the leader kills. Afterwards, they'll spot you. Kill the
three of them, then speak to the alien clutching his chest. When prompted to
talk, choose "I'm just glad I could help.". Search the leaders body, then
continue through the apartment, going behind the alien. Go through the first
door on the right. Inside, you'll find a woman named Dia. Talk to her.
1: I'm sorry. I was just investigating the area.
2: Holdan? Who's that?
3: What do you mean?
4: [Persuade] You can trust me. Maybe I can help.
5: Is there anything I can do to help?
6: Maybe I could speak to Holdan for you.
7: I'll be going now.
Before leaving Dia's room, search the bag to the left of the door, by the
table. Upon leaving, continue down right. When you get close to the alien,
he'll stop you and introduce himself as Larrim. You can buy items if you want,
but DON'T buy the Energy Shield, because you'll get one soon, and for free.
Once finished, keep walking, and go through the next door on your right. The
Twi'lek in here isn't important, so ignore her and search the bag at the back
left corner of the room. Leave, turn right, and continue down the apartments.
Don't go through the next door; it leads to the Upper City, but we're not done
here yet. The next door on your right is your destinating. Pick the lock,
then search the bag to your right. Just like the Twi'lek, the Ithorian here is
useless, so ignore him, leave, and turn right. Ignore the open space to your
right, because there's nothing in here. Keep going, and enter the next door on
your right. There is no one in here, but feel free to search the footlocker at
the back right for some goodies. Leave the apartment. You've now explored all
the rooms, so head either way and go to the door you ignored, the one that will
take you to the Upper City.
~Upper City South~
As soon as you get to the Upper City, you're given a journal entry.
From the load, run forward, past the fountain, and into the next area. The
door directly to your left leads to Kebla's Shop, which sells equipment. You
don't need anything here yet, so walk past, into the next outdoors area. You
will see a large door ahead; this is the Cantina. Run forward, but don't worry
about the Sith; he won't bother you. Go into the Cantina.
~Upper City Cantina~
Once inside, talk to the old man on the right by the door, and choose to buy
his Pazaak deck. After the conversation, you'll have a new journal entry.
After buying deck, walk into the main Cantina and turn right. Speak with the
woman named Sarna to potentially start a subquest of a main quest.
1: You're from the military base? You don't look like one of the Sith.
2: Nice to meet you, Sarna. I'm _____.
3: [Persuade] You're just doing your job, right? I don't hold that against
you.
4: You've got a positive attitude.
5: You need to blow off steam once in a while.
6: Sounds good. I'll be there.
Now that you've got your invitation, continue around, past Sarna. The first
room holds nothing of interest unless you're a female, in which case the man in
here will offer you the chance to meet a band backstage if you give him some
credits, but he doesn't, and you just lost some money. The second room holds a
real bitch of a woman named Gena. Walk up to her to talk to her.
1: Who are you and why are you bossing me around?
2: I don't even work here!
It may seem like you've done nothing, but you'll find out shortly. Leave the
room, turn right, and go into the next room. This is the duel room. Watch the
match between Deadeye Duncan and Gerlon Two-Fingers, then walk up and speak to
the Hutt, Ajuur ,at the back center of the room. You're going to be registered
as a duelist so you can win some credits.
1: I might be interested - what's in this for me?
2: [Persuade] I'll do it, but I want more than ten percent. (never actually gotten
him to higher the pay)
3: Okay, I'll do it.
4: The Mysterious Stranger. I like it.
5: I'm ready for a duel.
6: Let's do it.
At this point, you should be able to get by the first two duelists, Deadeye
Duncan and Gerlon Two-Fingers, so go ahead and fight them both. To start a
duel, speak to Ajuur, and tell him "I'm ready to duel". Deadeye has less than
ten points of health, and I managed to beat him with a kick. After
the match, you'll be back in the duel room. Run to Ajuur to claim your prize,
which turns out to be 100 credits. You should also be able to level up at this
point. After leveling up, speak to Ajuur to start the second match, this time
against Gerlon.
Gerlon has roughly thirty points of health, so he's also fairly easy. He uses
a blaster, but if you use a melee weapon, like the upgraded vibroblade we made
at the beginning, he should go down in three or four whacks. When the match is
over, speak to Ajuur to claim your ten percent, 200 credits. If you want, you
can attempt Ice, but it's best left until you're a few levels more powerful.
When you've collected your share, leave the dueling room, and head right. Go
through the next doorway, as we're going to leave the cantina. If you want to,
you can play a game of Pazaak with the man in red, Niklos. If you win, the
woman next to him, Christya, will come on to you and want you to buy you and
her some drinks. Don't pay, however, as it's just a way of getting money out
of you, because you'll see her with a nobleman and she'll completely ignore
you.
~Upper City South~
Once you're back in the South end of the Upper City, run forward, as if you
were going back to the fountain. When you get to the middle of the indoor
area, next to Kebla's Shop, you'll run into Gena, the woman you pissed off.
She has two alien lackeys, and they will attack her. Why did we piss her off,
you ask? The aliens are easy, you get 100 xp points each, and you can collect
their items. After the battle, continue back into the main outdoors area of
the Upper City. Before doing anything after the battle, speak to Carth. You
should be able to get more information out of him. If not, wait a few more
minutes.
1: Is this a good time to ask you some more questions?
2: Not if you have a problem with it.
3: This isn't an interrogation. I never said that!
4: I wasn't in a position to know what was going on, really.
5: I'm just a soldier. I'm sure there isn't anything unusual about that, is
there?
6: What's so odd about me being added to the crew at the last minute?
7: I have no idea what you're talking about!
8: Shouldn't we be working together?
9: Are you always this suspicious?
10: I consider this important.
After speaking with Carth, head out, and turn right, going down the long
walkway. At the end, when the path forks to the left and right, go right, and
enter the door to go inside Zelka Forn's Medical Facility. Speak with the man
near the back left.
1: Rakghoul disease?
2: Is there no cure?
3: Maybe I could find a way to get my hands on that serum for you.
4: I want to ask you some questions.
5: Do you know anything about the Republic escape pods that crashed in the
Undercity?
6: You seem awfully defensive about this.
7: [Persuade] Don't worry, I'm not with the Sith. I won't betray your
secret if you tell me.
If your persuasion doesn't work, just walk to the door behind Zelka and use
your security skill on it. Turns out that Zelka has been harboring a few of
the Republic soldiers, trying to make their last days comfortable. Now, we
could extort him for some money, but we're a good guy, so we're not going to do
that. Tell him "Is there anything I can do to help?".
After speaking with Zelka and learning about the Republic soldiers, buy stuff
from him if you like (most of it is health and health related items, naturally)
then attempt to the leave the facility. You'll be stopped by Gurney, Zelka's
assistant, who informs you that the crimelord Davik is willing to buy the serum
for 1000 credits. Unfortunately, because we're good, we won't be doing that,
so just tell him "I'm not interested" followed by "I think I'd rather give the
serum to Zelka. He'll use it to help people".
Once outside of the medical facility, run straight, past the hovering thing,
and you'll encounter two thugs shaking down an old man. Aw, we can't let this
happen, can we? After they spot you, tell them "Leave this man alone or you'll
have to deal with me!" Both men are easy; no, beyond easy. One slash should
kill them. After, the man thanks you. Since we're nice, we're going to give
him some credits, so tell him "Maybe I can help you", followed by "Here's 100
credits. Take them." The man runs off ecstatic, and you've earned some light
points. Search the corpses of the thugs for 100 credits total (50 credits on
each). Enter the door the man went into to wind up on the north side of the
Upper City.
~Upper City North ~
When the North section loads, run straight, past the hovering thing, and enter
the door. Inside, run into the small elevator, and you'll be taken to the
North apartments.
~North Apartments~
From the loading points, turn left, and go through the first door. There is a
family in here, but they do nothing and are useless, so just search the
footlocker on the left side of the room. Leave, and enter the next apartment.
This is the party you were invited to. Sarna greets you. The entire party
drinks some Tarisian ale, and they all collapse, unconscious. Sort of reminds
me of a cult mass suicide thing. Anyway, after they're collapsed on the floor,
search the backpack at the back left of the room for some items, including the
Sith Armor, which will grant you access to the Lower City.
Be sure to check the footlocker before leaving, and don't bother investigating
any of the bodies; they contain nothing, and you can't even search them. Leave
the apartment, and continue your trek left and into the next room. It's devoid
of everything but a footlocker, so search it. Leave, continue left, and go in
the next room. It's just as empty, aside from a single footlocker. Search it,
leave, and continue left into the next room (quite a pattern, huh?). In the
next room, speak to the man, Largo. Apparently, there's a bounty on his head,
too. Damn being nice, because we're going to give him credits.
1: Don't worry - I'm not going to hurt you.
2: Maybe I could help you with your problem with Davik.
3: Here - I've got 200 credits you can have.
After giving Largo the credits, leave the apartment, turn left, and go through
the door on your left, which will take you back to the Upper City.
~Upper Sity North~
Back in the Upper City, head right down the long walkway. Around the middle,
you'll come to three drunks in grey-ish suits. As you approach them, they
insult you. Unfortunately, we can't fight them because we're nice, so choose
the option "[Persuade] Hey, guys, we can all be friends here. Let me buy you a
drink." They accept the offer, but since they're late, they can't have the
drinks. You've just avoided a fight, earned some light points, and saved some
credits. When the path forks, turn left and go through the door to enter
Janice Nall's Droid Shop.
1: What do they have against Twi'leks?
2: Utility droids? What do they do?
3: Let me see your droids.
4: I'll take the T3-H8 unit. Here's 50 credits.
Talk to her once more to get a journal entry, and part of a quest.
1: Let me see what you've got for sale.
2: Utility droids? What do they do?
3: Let me see your droids.
With your new droid in tow, leave the shop. Halfway down the path, a small
cutscene takes over, and your newly purchased droid explodes! That bitch!
Return to the shop, and talk to Janice, by telling her "It blew up. I came to
get my money back", followed by "No hard feelings.". Leave the shop, and walk
across. Just past the fork, you'll see an old man named Gordon Colu. Talk to
him. He's one of those doomsday people, claiming aliens on Taris are a plague
on society. Say "Vermin and scum? What are you talking about?", then follow
that up by saying "I don't know which is worse - your hate mongering or your
ignorance.". With that, he insults you, claims you'll suffer, yada yada. Go
into the small enclosed area, and put the Sith Armor on your main character.
Walk up to the Sith guarding the elevator, and he'll talk to you. When he
finishes with his warning, enter the elevator, and you're on your way to the
Undercity.
~Lower City ~
When the Lower City loads, walk forward, and you'll see a battle take place
between some members of the Hidden Beks and Black Vulkars. After the fight,
you'll be spotted, and you'll have to wipe out the survivors. They're fairly
easy to kill, so don't worry much. When they are dead, search their corpses,
then run straight ahead, opposite the elevator, to the door which will lead you
to the apartments.
~Lower City Apartments~
Inside, run to your left. If you have the parts, activate and repair the droid
here so that it'll patrol and kill any Vulkar's around. It probably won't get
too far, but you get the xp for those that it did kill, and you'll have saved
your health. Enter the first door on the, kill the Vulkr, then search his body
and the footlocker. Leave, turn left, and enter the next apartment. Search
the footlocker in the back left of this room, then search the corpse just
outside the apartment, whom the droid killed. Keep running, and enter the next
door, killing any and all Vulkars you come across. In this room, you'll have
to kill the Vulkar Gang Boss. He's slightly more powerful, but still shouldn't
pose a problem. At this point, you will probably be able to level up, so do
that, and then search the footlocker, the supplies crate, and the gang boss'
corpse. Run left, go in the next door, and you'll see a footlocker surrounded
by six holograms. They aren't activated yet, and this is your first puzzle.
Search the desk to the right to pick up The Twisted Rancor Trio, the story of a
band. Read it, and you'll find out the correct order of activating the
holograms. But wait! You're reading a strategy guide! So, activate them in
this order:
Elinda
Ujaa
Ujii
Loopa
Fodo
Ashana
Upon doing this, the shield of the footlocker will disable, giving you access
to it. Leave the room, then turn left, and pick your way into the next
apartment. There is an alien in here named Matrik. He's also hiding from
Davik, and you're also going to help him.
1: What are you doing here? This place looks abandoned.
2: [Persuade] Are you in some sort of trouble? Do you want to talk about
it?
3: Maybe there's some way I could help you out of this mess.
4: Maybe you could fake your own death?
5: Tell me your plan and I might help you out.
6: I could get you a permacrete detonator.
To get the permacrete detonator, you need to buy it from Kebla's shop back in
the Upper City, but that's far away, so we'll do it later. Search the locker
in Matrik's room, then speak to Carth to, hopefully, get more out of him. If
not, just do it soon, maybe when you leave the complex.
1: I want to discuss something with you.
2: I'd like to know now if we have a problem
3: Not built that way? That sounds like an excuse.
4: Of course it won't happen if you never trust anyone!
5: I'm beginning to wonder if you're even capable of trusting anyone.
6: You sure you don't want to talk about it?
Leave Matrik's, go left, and enter the next door, which will take you back to
the Lower City.
~Lower City~
Once the game's loaded, take a right at the fork. Follow the hall around, and
go through the door on the left guarded by a Radorian. This is Jayvar's
Cantina, and you've got a few things to do here.
~Javyar's Cantina ~
When the cantina loads, talk to the alien immediately to your right. His name
is Uriah, and he sells Pazaak cards. Buy as many, as few or none, then head
into the main room of the cantina. As you get inside, a cutscene shows a man,
who turns out to be Calo Nord, being harassed by three aliens. Calo counts
from one to three, but the aliens don't learn. He launches a grenade, and
kills them before the blast dissipates. Don't talk to Nord, because there is
no way you can get talking without being killed. You can ask two questions,
otherwise he'll say "three" and, well, you saw what happened to the aliens.
Go into the first room on the right, and speak with the man named Holdan. Ah,
so this is the guy who put the bounty on Dia.
1: You're the guy who put the bounty on Dia's head, right?
2: I want the bounty on Dia's head removed.
3: [Persuade] If you hire someone to kill Dia it will look like you weren't
man enough to do it yourself.
Since Dia is back in the apartment where you started from, now would be a good
idea to teleport there, so we'll do it soon. Leave the dancing room, and turn
right. Soon, a cutscene will take over, with some Rodorians harassing a young
Twi'let named Mission Vao, who becomes important later. She has a bodyguard
named Zaalbar, who is a Wookiee, and even the Radorians are smart enough to
know now to screw around with a Wookiee. After the cutscene, walk up to and
speak with Mission.
1: Hey - we speak the same language!
2: How do a Wookiee and a Twi'lek street urchine wind up as best friends?
3: I'll be going now.
Mission and Zaalbar leave, but don't worry, you'll see them soon enough. The
room slightly to the right of Mission doesn't have anything important, so don't
bother with it. Instead, go into the room next to it, turn left, and speak
with the lady, Lyn.
1: Maybe I could be your partner.
2: [Persuade] What other choice do you have?
To help Lyn, choose the correct dance sequence by choosing these options in
order:
Join Lyn by dancing very close and face to face
Join Lyn by dancing close beside her
Join Lyn by dancing very close and face to face
When you've helped Lyn, speak to Zax, the Hutt.
1: Tell me about the bounties.
2: I want more details on the bounties you're offering.
Now that you've got the details, press Start, bring up the map, and teleport to
your hideout. We've finally moved the "Rapid Transit System" quest to the list
of completed quests.
~South Apartments~
Before we finish up here, speak to Carth to further interrogate him.
1: I just want to talk with you.
2: No, I don't want to argue with you.
3: What reasons? I want to know.
4: I suppose you can't. That must have been hard to take.
5: You say that with such... hatred.
Don't bother going into your hideout, it's pointless. Instead, return to Dia's
apartment, the first one before Larrim, the alien at the kiosk. Speak to her
and inform her of the good news by saying "I spoke with Holdan. I convinced
him to remove the bounty on your head.", followed with "Keep your reward, Dia.
Helping you was thanks enough.". Now that Dia's bounty has been finished, exit
the apartment complex altogether and head back to the Upper City.
~Upper City~
Once back in the Upper City, return to the equipment emporium and speak to
Kebla Yurt. Check her inventory, and scroll to the very bottom, where you'll
see the Permacrete Detonator. Its fifty credits, so buy it, then return to the
cantina, which is just to the right of Kebla's Shop. If you've played exactly,
you'll be in good shape to take on Ice, Marl and Twitch. Unfortunately, we
can't fight Bendak, because doing so is a dark side event. Defeating Ice, Marl
and Twitch nets you 300, 400, and 500 credits, respectively, as well as
finishing up four journal entries.
Leave the cantina. As you make your way to the exit, you'll notice Bendak
standing on the left, just past the old who sold you his Pazaak deck. He's
not that hard to miss, considering he's decked out in full, yellow armor. You
can talk to him if you want, but don't agree to the death match; we'll have to
save that for the dark side walkthrough. We're done up here for a little while
longer, so make your way to the North side of the Upper City, then back to the
elevator that takes you to the Lower City.
~Lower City~
When you get off the elevator, you'll have to contend with three to six Black
Vulkars, but they're all easy. When they're dead, run straight ahead through
the door into the apartments.
~Lower City Apartments ~
When the game has loaded, return to Matrik's apartment, the first one that's
immediately to your right. Talk to him, and say "I have a permacreate
detonator right here. Go on... take it."
Don't collect the bounty yet, because we have to get rid of Selven first.
Leave Matrik's, then leave the apartments. Back on the sidewalk (if you can
call it that), make your way to the right, as if you were going to the cantina,
but continue past it. The door on the right, guarded by a woman just past the
cantina, is the Hidden Bek base. Don't go in yet; we'll go there shortly.
Continue forward, and kill the Vulkars. Soon, you'll see one of Davik's men
demanding payment from some of the Vulkars, and calls out the big guns,
Canderous Ordo. Yes, you do get to use him and his wonderful gun eventually.
Walk into the doorway that everybody went through to enter the second apartment
complex, and the home of Selven.
When you enter the complex, you see Calo Nord killing two more Rodians. Wow,
he sure does get around. Go left, and enter the first room. Just like the
first apartment down here, there are Vulkars spread throughout the complex, so
kill them as you see them. In this first room, get the goodies of the Gang
Boss' corpse, and check the supply crate. Disable the mine, if you can, or
walk into it; it doesn't cause much damage, and then search the crate. Leave
the room, head left, go into the next room. Kill the Vulkars, search the
footlocker, then leave. Continue left, into the next room. There is a
footlocker here guarded by a mine. First, search the desk next to the mine to
read a story. It gives you the answers to the lock of the footlocker. Here
are the questions you are asked, followed by the answer:
What is the name of your pet?
HYPERDRIVE
Who taught you to fire a blaster?
MY UNCLE
Where did your family come from originally?
ALDERAAN
You can now collect the goodies. Leave, turn left, and pick the lock into the
next apartment. This woman is Selven. Talk to her, tell her you're there to
claim the bounty, and kill her. When she's down, search her body, and search
the footlocker at the back. Around this time, you should be able to level up
as well.
Leave Selven's, continue left, and enter the next room. Kill the single Vulkar
here, then search his corpse and the footlocker. Leave, go left, and go into
the final door, which is the elevator back to the Lower City.
When the area loads, go right, and head back to Jayvar's Cantina.
~Javyar's Cantina~
Once inside, return to the Hutt and talk to him.
1: I've got a bounty I want to collect on.
2: [Lie: Tell him Matrik is dead.]
3: [Persuade] I want 400 credits for this job.
4: I've got a bounty I want to collect on.
5: [Tell him about Selvin.]* 6: [Persuade] I want 400 credits for this job.
If you're lucky and the persuade options work, you'll walk away with 800
credits. If not, you'll get 600, which still isn't bad.
Now that you've got the bounties, we're going to embark on the second last part
of the Taris quests. But before we do that, speak to Carth.
1: I want to continue our discussion from before.
2: Don't you think you'd feel better if you discussed it?
3: That name sounds familiar.
4: You didn't think he would betray the Republic?
5: Do you really believe that?
6: That's terrible. I feel awful for you.
~Lower City ~
Leave the cantina, take two steps to the left, and speak to the woman guarding
the Hidden Bek base. Just tell her that "I need Gadon's help. I was told to
speak to him." followed by "Maybe I could be an ally against all those
enemies.", and she'll let you in.
~Hidden Bek Base~
Once inside, open the door immediately ahead
of you, and run to the desk to the back of the room, to the left of the door.
Zaerdra will stop you, but Gadon will let you speak. So, do that.
1: I need information on those Republic escape pods that crashed into the
Undercity.
2: Don't worry... I'm not working for the Sith.
3: I have to get in there and rescue there!
4: There has to be some way I can help her!
5: Gadon - can you help me with this?
6: What are you proposing?
7: How am I supposed to get inside the Vulkar base?
8: Where can I find Mission?
9: I've got some Sith uniforms to disguise myself.
10: Okay - I'll trade the uniforms for the papers.
11: I'll be back when I get the prototype accelerator.
Not that you've got your objective from the Hidden Beks, leave the base, and
turn right. Go past the apartments, and continue to the door at the very far
end. You'll have to kill a few Vulkars. Approach the Sith guard at the door,
and he'll talk to you. Tell him "I've got my security papers right here.", and
he'll let you through. Enter the elevator.
~Undercity~
When you arrive, you'll be "greeted" by two Outcasts, who say there's a five
credit toll for using the elevator. Being the nice guy that we are, say "Who
are you? What are you doing here in the Undercity?", then say "You poor
wretches. Here's 20 credits to buy some food and clothing." Afterwards, a
woman named Shaleena runs up to you. Tell her what your name is, then follow
up by "The surface is a beautiful place.", "Rukil? Who's that?", "The Promised
Land? What's that?", "Where can I find Rukil?", and finally, "I'll be going
now.". Head left, making your way around, and a man named Igear will talk to
you. Ask him "How do you manage to run a store here in the Undercity?". Check
his store if you want, buy what you want, then run forward, behind Igear, to
the large metal gate. A man named Hendar wants to be let in to the village,
but the gatekeeper won't open it because the rakghouls are too close. Choose
"Open the gate... I will kill the rakghouls", then you'll automatically go in.
Kill the rakghoul, then follow the man back out. Talk to Hester, and the man
will thank you.
Now, turn around and head back towards Igear. Go down the ramps, follow the
paths, and speak to the two men; Rukil and Gendar. Let's do Rukil first.
1: What are you talking about, old man?
2: I'm _____. What do you want from me, Rukil?
3: What happened to your apprentice?
4: I will help you with this, Rukil.
5: I'll be back when I find anything out.
Turn around, and speak with Gendar. Ask him whatever you like. When you're
through, turn to the left, and return back to the man guarding the gate. Go
through the gate.
You are now outside, away from the protection of the village. There are a lot
of rakghouls here, and they may poison you. From the gate, run straight ahead
toward the large pile of rubble, and Mission will come running to you.
1: Woah, slow down, Mission. What's wrong?
2: Calm down, Mission. Take a deep breath and tell me what happened.
3: Do you know where they took him?
4: If I help you get Zaalbar back you have to get me inside the Vulkar base.
From Mission's spot, take a right, and head towards the building. You'll see a
Sith soldier, who will approach you. Tell him "Look... I've got all the proper
security papers.", and he won't start anything. While he's talking, ask him
"You said you lost one patrol already?", and finally, "You just follow your
orders and keep looking!". Go to the area past the Sith, and kill the group of
rakghouls. Search the corpse by the sewer door, then turn around and keep
going down, until you come to another group of rakghouls. Kill them, then talk
to Mission.
1: I want to know a little bit more about you, Mission.
2: How did you and Zaalbar hook up?
3: Who'd want to pick a fight with a Wookiee?
4: Smacking a kid? Those Vulkars have no class!
5: What did the other two Vulkars do?
6: How did Zaalbar end up on Taris?
7: How did you survive before you met Zaalbar?
8: We should get back to the task at end.
9: I didn't know you had a brother.
After she cuts you off, speak with her again.
1: I want to talk to you about your brother.
2: You don't have to tell me anything if you don't want to.
3: You were stowaways?
4: He's family. You have to stick by your family.
5: Pretty handy skills to have, Mission.
6: Why did he leave?
7: Who's Lena?
Once she's shut up, head to the right to a group of five rakghouls. Kill them
all, then search the nearby skeletal corpse. Don't go into the sewers just
yet. Search the Sith corpse as well, because it contains, among other items,
a vile of the rakghoul serum, resulting in a journal update.
We're done over here, so return to the gate and head back into the village.
Now, run to the direct opposite side, to the other gate, which is left of the
elevator. Open the gate, and the woman will warn you. Tell her "I have
brought you a serum to cure the rakghoul disease.", then "I'm going through the
gates to try and help the infected ones!". The first group of people, the ones
who talk automatically, turn into rakghouls as soon as you enter. Kill them,
then run to the man and the woman at the opposite end, and give them the serum
by talking to them and choosing "I have brought you a serum to cure the
rakghoul disease.", followed by "Here, take this rakghoul serum. I have enough
for both of you.". When they've been cured, choose "I was happy to help."
Now, return to the first gate (the guy), and go through. Run forward, all the
way to the escape pod, and the Republic officer at the back of it will talk to
you. Reply with "Here, take this serum. It will cure you.", and then "You're
okay now. But I need information. I'm looking for Bastila." When he asks you
if you heard something, say "I didn't hear anything." He runs off, and
promptly gets killed by a rakghoul. Three, actually. Kill them, including a
fourth who has shown up, then run to the right. Check the pile of rubble for
some items, then keep going forward, towards the men. When you get close, they
will approach you. It's Canderous and a party. When he talks to you, say "Are
you threatening me?" After, the party will be attacked. You can stand by and
watch, and still receive xp, but fight them anyway. When they're dead,
Canderous will talk to you. Your first response should be "What do you mean by
that?", followed by "What can you tell me about Davik?", followed by "What do
you know about the Lower City gangs?", and finally, "I better get going now".
Run past where Canderous was, and kill the rakghouls to the left of you. In
total, there should be seven or eight. When all are dead, search the rubble
pile and the outcast corpse. The corpse will yield the Promised Land
Apprentice Journal, which is one piece of the puzzle; you need two more. Run
back to the village and speak to Rukil.
When you talk with Rukil, talk to him.
1: Your apprentice is dead. I have her journal.
2: Guide you? But I don't even know where the Promised Land is!
3: Very well - tell me the history of your people.
4: What does this have to do with me?
5: How can I lead you to the Promised Land when I don't even know what it
is?
6: And you want me to find these missing journals?
7: Don't worry, Rukil. I'll find those journals.
Now it's off to the sewers. Return to the gate, making sure to pass by Igear.
He will ask you to give him the journals, so he can keep his business. If you
do, he'll give you a reward, but unfortunately, it's evil. Choose "I don't
have time for this.", followed by "That's horrible! How can you be so self-
centered?", then "Forget it! I won't betray Rukil and the village for you."
When back in the "field", run to the left, and go to the end of the circular
part of the structure, then enter the sewers. There is another entrance, but
for the sake of the walkthrough, take this one.
~ Sewers~
You'll begin in a medium sized hall. Disable the mine, then enter the door.
Kill the rakghouls inside, and search the skeletal corpse. You should now be
able to level up your player, or will be able to soon. Enter the first door on
the right, and kill the Gamorrean Patrol. Run up the ramp, open the door on
the left, and go through. Disable the mine, then search the outcast corpse for
the first Promised Land journal.
Turn around, leave, and continue left down the corridor, entering the first
door on the right. Kill the Gamorreans in here, which includes an Elite and a
Chief. Search their corpses, then walk forward. A custcene will take over, in
which Mission unlocks a door, releasing Zaalbar.
1: Good to meet you, Zaalbar. I'm _____.
2: It's some kind of loyalty vow, isn't it?
3: I'm honored to accept his vow.
4: I'm glad to have you aboard, Mission.
5: Good. The sooner we get there the better.
6: Rancor? Are you serious!
7: That's not really an option. Let's go.
You can now choose to have Zaalbar join your party, but I stuck with Carth and
Mission. Go through the door that is beside the cell door to open a locked
cache full of stuff, including Zaalbar's Bowcaster. Leave the way you came,
turn right, go through the door, and you'll be in a circular room. Kill the
rakghouls, then go into the door to the furthest side to the left. Search the
corpse, then leave, turn left, and go through the door immediately to your
left. Kill the rakghouls, then go through the door you came in from. Soon,
Mission and Carth will start talking -- no, make that arguing -- and when they
do, choose "Settle down right now - both of you!". Go back the way you came,
and this time, go through the other door. Kill the single Gamorrean here, then
follow the path, down two ramps, to the door at the bottom. Kill the Gamorrean
inside, go through the door on your right, follow the path, and at the bottom,
take the right door. Kill the rakghouls in here, then search the corpse for
the second Promised Land journal.
With the final journal in hand, it's time to make your way to the Black Vulkar
base. We'll take the journals to Rukil later. From the room with the outcast
corpse, leave, turn left, follow the path to the large circular room, turn
right, take the closed door to your right, disable the two mines, and activate
the computer console. Mission will use the codes she has, and you'll head to
the Upper Sewers.
When the game loads, kill the rakghouls and Gamorreans (who seem to be in the
middle of a fight), then take the door on the right. Search the two corpses,
return to the circular room, and take the door to your right. Follow this new
corridor, kill the two Gamorreans, then enter the door at the end. There is a
malfunctioning droid you have to kill, so do it, and go through the door on
your left. Kill the three Gamorreans, search the corpses, leave, go to the
left, and enter the door. Mission and Carth should start up again, so, again,
be the babysitter and say "It's about time you two made up.". After their
argument, run down the ramp and search the severed arm for the synthesized odor
and a datapad. Open the door, turn on solo mode, and approach the large pile
of bones. Take the two items, then search the pile again. This time, press X
to switch to "give mode", and put in a frag grenade. Search it again, press X
again, and put in a synthesized odor. This will cause the rancor to come to
the pile, eat the grenad,e thereby blowing a hole in his mouth.
With the rancor dead, disable solo mode, and run to the door the rancor was
guarding. Kill the two Vulkar guards here, then enter the now un-guarded door,
and you'll be inside the Black Vulkar base.
~ Black Vulkar Base ~
You're now in the final stretch of Gadon's quest. Open the next door, and turn
right. Run down the hall until you encounter a patrol droid; kill it. Return
to the door you came in from, but this time, turn right and go through the
door. Run down the hall, and kill the droid that rounds the corner. Enter the
door on your right, and kill the aliens and droid in here. Search the remains
and then enter the door on the side. Kill the droid, then talk to the woman.
Ask her "How did you end up here in the Vulkar base?", then "If I let you go
can you find your way out of here?", and finally, "Hurry, then - get out of
here." After freeing the waitress, follow her through the door, turn right,
and kill all the Vulkars in this wide space. The middle building here has two
droids guarding it, but kill them and go inside, because it's the armory.
Search the metal box and the two footlockers, then run to the other side of the
room. Enter the security door on the left, and attack the Black Vulkar. As he
is about to die, he explains something to you, and bests you not to kill him,
so don't. Choose "What are you talking about? You're a Vulkar, aren't you?",
then "I'm going to let you live. Go on, get out of here!". Rummage through
the footlocker, then leave, turn left, and go through the next door.
There are eight Vulkars in here, including two lieutenants. Kill them all,
collect the goodies from their corpses, and don't forget about the footlocker
and supply crate. Go out the other door in this room, then run straight across
to the next room. In here, activate the droid, repair it, and program it to go
into the pool and self destruct. This clears the gas mine for you. Go into
the pool to find a footlocker. Turn around, leave, head left, and make your
way back to the armor. Directly across from the armory you will find a console
standing up near some crates. Use it. Access the security cameras, and view
the Garage Elevator. Use the option "[Computer] Shut down garage elevator
security system (#spikes))". Those turrets are now disabled, giving you access
to the garage section of the base.
Facing the computer terminal, turn right, and go through the closed door you
see. Kill the single cook, and go through the door to your left to wind up in
the starting hallway. Turn left, follow it to the right, and go through the
door here. Since you deactivated the turrets, you're safe. Run to the end and
go into the elevator to head to the garage.
When the area loads, go straight, and run down the ramp to the right. Kill the
Vulkar's here, including Garage Head, and you should be able to level up, or at
least be close. Do so, and search the corpses. Go down the hall, entering the
first door on your right. Kill the two guards in here, then search the
footlocker. Head into the adjacent room, and search the desk to find Garage
Head's key card. Go to the computer in this room, slice it, and view the
camera for the garage. Choose to "overload swoop bike in garage bay.". This
will cause the bike to start smoking, and four Vulkar's to come investigate.
The bike blows up, taking the Vulkars with it. Leave the room, and return to
the garage bay. Search the remains of the Vulkars, then destroy the droid by
the large door. Return to where you came into the garage (by the elevator),
and use the junkpile droid. Program it so that it will ram the loading dock
doors, and save your game. Now, run through the now open door and you'll have
to fight a patrol droid. He's powerful, and he has the ability to freeze you,
but killing him will get you 2000 credits in one of the strong boxes. Leave
the docking area, turn left, head down the small ramp, and turn left into the
hallway in the middle. Kill the two Vulkars here, then continue down. Disable
the two mines, turn right, and enter the first door. Search the black locker
near the door, then leave and go into the next room. Kill the gang member,
search his corpse, then use the workbence if you have any work that needs to be
done. Leave the room, turn left, go past the spot where the mines were, and
enter the first door on your left. Now, enter the adjacent room.
You'll find the Vulkars who stole the accelerator, and they'll talk to you.
They'll give you a counter-offer; kill Gadon, and race for the Vulkars. Being
a nice guy, we can't do that, so choose "Enough yapping! Hand over that
accelerator!", then "Forget it! I know all about you Black Vulkars!", and
finally, "Forget it - I'm not going to betray Gadon!". Now, you have to kill
them. Kandon and the woman are fairly tough, but the rest aren't. When they
are all dead, search the remains, then get the prototype accelerator from the
back left of the room; disable or recover the mine first.
Now we have to return the accelerator to Gadon, but before we do, let's finish
up our business in the Undercity. Leave the Vulkar Base, but not the exit into
the sewers; instead, go to the Lower City. The exit to the Lower City is
across from the armory in the upper section of the base.
~ Lower City ~
Once the elevator drops you off, you'll have to kill two Vulkars. Do so, then
run down the walkway, all the way to the other end, back to the Undercity
elevator. Take it down.
~ Undercity ~
Back in the Undercity, turn right, and return to the old man, Rukil. Speak
with him, and tell him "I have all three journals. Here - take them.". After
he chats with Gendar, say "Maybe I should come with you. I could help you on
the journey.". After this, the entire Undercity, including the bastard Igear,
leaves for the Promised Land. Return to the elevator, and ride it back up to
the Lower City.
Return to the elevator, and ride it back up to the Lower City.
~ Lower City ~
Return to the Hidden Bek base and speak with Gadon Thek.
Hidden Bek Base
1: I have the accelerator right here.
2: Okay, I lived up to my end of the deal. Now you better come through!
3: Zaerdra's right, Gadon. One of your own riders should get that swoop
bike.
4: Suddenly I'm not so sure about this.
5: Sounds like you've got all your bases covered.
6: Okay, I'm ready for the race.
You speed the night at the base, and arrive at the swoop track the next day,
where a mechanic will explain things to you.
~ Swoop Track ~
1: Sure, tell me how it's done.
2: Okay, let's start the race!
3: I won't let you down.
There really isn't much to do here, so go to the race announcer. Speak with
him, and say "What's the time to beat?", followed by "I want to race one of my
heats.". You'll now be in the swoop bike, and you have to beat a time of
0:38:43. It's simple. Change gears as soon as you see the symbol light up,
and try to hit all the speed pads. Do not hit anything, because they will slow
you down. It's not that important here, but it will be later on. If you beat
the time, you'll be the leader... for a whole twenty seconds. Redros, of the
Vulkars, has beat your time. Return to the race announcer for your next heat.
The time now is 28 seconds. Again, it's fairly simple. When you win this
race, you are claimed the champion. However, Brejik won't award you the prize,
because you cheated. Tell him "You're a damn liar, Brejik!". A battle ensues,
but not before Bastila breaks free from her neural disruptor.
Kill Brejik and his men. Focus on him first, as he's the toughest. When all
is said and done, search all the corpses, then speak to Bastila.
1: Winning the swoop race was the only way I could save you.
2: I didn't need your wih those Vulkars. I can handle myself!
3: We aren't the only survivors. Carth Onasi is alive as well.
You are now automatically sent back to your hideout. Everyone is here; Carth,
Bastila, Mission and Zaalbar.
~ Hideout ~
1: We were trying to find you, remember?
2: He's right. You aren't showing much leadership ability right now,
Bastila.
3: Let's go find a way off this planet.
After the conversation, Bastila will automatically begin speaking to you, in
the same vein as Carth does.
1: Something weird happenend when we first met. Like a vision.
2: Of you. Fighting a dark Jedi. Revan, I guess.
3: Are you saying I can use the Force?
4: So does this mean I could be a Jedi?
You may be getting sick of Bastila (God knows I was), but talk to her again.
1: You want to talk to me about something?
2: Before we rescued you, you mean.
3: You didn't escape the Bluck Vulkars until we arrived, as I recall.
4: I had a lot of help: Carth, Mission, Zaalbar.
5: I think you're underestimating us non-Jedi.
6: Be glad I'm Force sensitive, or I couldn't have rescued you.
Before we leave, let's finish up one tree of dialogue with Zaalbar.
1: I want to know a little more about you, Zaalbar.
2: You don't trust me?
3: You'll have to tell me eventually.
Now, we can leave. Use the
workbench to upgrade anything, then leave the room,
taking Carth and Bastila with you.
~ South Apartments ~
When you leave the apartment, an alien will approach you. Seems your swoop
race win has gotten you some attention. Tell him "That's right.", followed by
"Thanks for the message. I'll go meet him in the cantina."
Before we go to the cantina, let's deliver the serum to Zelka. From the
apartment, turn right, and go through the third door that leads outside.
~ Upper City South ~
Walk forward, turn left, and begin down the walkway. Carth and Bastila will
soon start to argue, so say "Leave her alone, Carth." Continue down the path,
and at the fork, turn right to the medical facility. Run up and speak to
Zelka. While speaking, say "I have the serum to cure the rakghoul disease.",
followed by "Here you go.", and finally, "Keep your reward, Zelka. You need it
more than I do.".
Leave Zelka's facility, be insulted by Gurney, run straight across, and go
through the door to the North side of town.
~ Upper City North ~
When the area loads, run forward a little, and Carth and Bastila will start up
again. Say "What did they see, exactly?" to get the conversation to a close.
Keep running forward, and you'll see two kids and an Ithorian. Run up to start
some dialogue.
1: Hey - you kids! Leave that Ithorian alone!
2: Just because he's different doesn't give you the right to attack him!
3: You look hurt. Here, I've got a medpac. Let me help you.
The Ithorian thanks you, then leaves. You've gained some light points. Turn
around, and go right down the walkway. At the end, where the doomsday man is,
turn right, enter the enclosed area, and go to the elevator that leads to the
Lower City. If the guard stops you, just say "I've got my authorization papers
right here." Enter the elevator.
~ Lower City ~
Walk forward, turn left, run down the hall and enter the first door on the
left, the cantina.
Walk into the main room of the cantina, turn left, and Canderous will speak to
you automatically.
1: Who are you?
2: How do you plan to do that?
3: Why should I help you?
4: How am I supposed to get inside the military base?
5: Won't Davik be mad if I take his droid?
6: Okay, Canderous - I'll bring you those codes.
After the conversation Canderous, leave the cantina, and return to the Upper
City by going right, following the path, turning right at the fork, and going
into the elevator.
~ Upper City ~
Back in the Upper City, take the left doorway, and run straight across to get
to Janice Nall's Droid Shop. Speak to her.
1: Canderous said you'd sell the T3-M4 droid to me.
2: [Persuade] That price is outrageous! I'll give you half.
3: It's a deal.
If the persuade option doesn't work, just pay the 2000 credits. You should be
able to more than afford it. With T3-M4 in tow, leave the shop, and head back
to the elevator. Don't go down into the Lower City, though. Instead, run
through the door on the other side, and you'll be back outside. We're going to
the Sith base, which is the large door up ahead. Switch to the droid (bring
him into your party if you have to), take control of him, and walk to the door
to get him to break in. Go inside.
~ Sith Military Base ~
Once inside, you'll be "greeted" by a receptionist. Say "[Persuade] Look,
here's 50 credits - just don't hit that alarm." If it worked, she'll run off.
If not, well, you'll be dealing with some Sith.
If you've followed the guide, you should have plenty of repair parts and
computer spikes (over fifty of each), so let's use them. Walk forward, behind
the reception desk, and use the terminal. Slice in.
Now, we're going to make the base a little easier to handle. Go through all
the security cameras, and kill all the Sith you can from the terminal. One you
MUST do is the "CAM-S05 Elevator". From this camera, be sure to disable the
shield and open the elevator. After this, access the system commands, and
choose the first two options; "Take turrets offline" and "Take sentry droids
offline". This should make your trip a little easier. Exit the computer, and
go through the door to your right. Kill the men in here, search them, then
return to the reception area and go through the door behind the desk.
Enter the first door on your left. Kill the medical droid, then search the
first aid container at the back of the room. Leave, turn left, and go through
the door on the right. Search the supply crate at the far end of the room, but
don't disable the mine (unless you want it, so recover it), or hack the system.
Leave, turn right, and go through the door at the end of the hall.
Look to your right, and you'll see four "tubes". One of them holds an alien,
Duros. He is the same one you saved when you first arrived on Taris. Speak to
him, say "Right. I remember you." and finish with "How do I get you out?".
The panels behind you are in a row of five, and by default, they are lit up as
green, red, green, red, green. To rescue Duros, hit the buttons in this order
(1 is the first):
1 2 3
With Duros freed, enter the door in the middle of this room to find a locker
you can search. After that, enter the door on the left side of the room,
follow the hall, and enter the door on the right to wind up inside the control
center. Kill the Sith in here, search their corpses, then leave. Back in the
hall, enter the door almost directly across; this is the barracks. Kill the
men in here, including the Sith captain. Search the corpse, as well as the
footlocker at the back. Leave, turn left, and pick the lock on the door at the
end of the hall. Mmmm, the armory! There are four footlockers here; search
them all for goodies, then leave, and run all the way back to the room where
you saved Duros. Enter the door that is to the right of where Duros was, and
run down the hall. Enter the door on the right, search the footlocker, then
return to the hall. Run to the right, and go through this door. The assault
droid, whose shield you disabled earlier, will attack you, and the door will
shut, sealing you in. Switch to the Ion Rifle you picked up in the armor and
kill the droid. After the fight, you should be able to level up, or be close.
Enter the elevator it was guarding.
When you arrive, you'll be facing a door. Save your game, if you want, then
go through the door. A Sith governor will talk to you. Say "Turn away from
the dark side. It won't lead you to anything but destruction.", and the fight
is on. He's fairly tough, and has the ability to put you (or any party member)
into stasis. When he's dead, search his body for a bevy of items, including
the Taris Launch codes, then search the two footlockers. Go back to the
elevator and ride it to the main part of the base.
Once back at the base, leave. Just make your way to the exit, where the
receptionist was. Back in the Upper City, head to the Lower City elevator (a
few feet from the base).
~ Lower City ~
Once in the Lower City, return to Javyar's cantina and talk to Canderous, who
is standing in the exact same spot (wouldn't he get tired?). Say to him "Okay,
let's join up. But how are we going to get me inside Davik's estate?". You're
forced to take Canderous with you, and for my second member, I chose Bastila.
Whomever you choose, you're off to Davik's estate. But first, a cutscene!
~ Davik's Estate ~
When you arrive, Davik and Calo will greet you.
1: Good to finally meet you, Davik. My name's _____.
2: Your offer intrigues me, Davik.
3: I'm looking forward to working with you, Davik.
Before we begin this area, let's talk to Canderous to start another party
member side quest.
1: I was wondering if you had any interesting stories.
2: Is that why you work as a mercenary?
Before leaving the room, search the footlocker behind you. Head outside, and
go into the door directly across from you by picking the lock. Tell him
"[Persuade] No need to call the guards - I just got lost.". If it works, he'll
let you be; if not, kill him. Either way, search the footlocker that's behind
him and to the left. Leave, turn right, and enter the door on your right by
breaking in. Search the two footlockers in here, then turn around and pick the
lock of the door across from you. Say to the alien "Sorry, wrong room.", then
search the footlocker behind him. Leave, turn left, and follow the hall into
the slave quarters. Search the footlocker, get a message (if you wish), then
leave. Run down the hall, then go into the door at the far end to enter the
Throne Room.
Turn right immediately, and run to the door directly ahead of you. Inside,
kill the three Rodians, then access the security computer. You should still
have around forty or so computer spikes, so choose the system commands, and
select "Disable hangar security.". You should also go through all the cameras
and gas all the rooms you can. Be sure to disable the hangar security first,
though, in case you run out of spikes. When you've gone through the system,
back out of it.
Enter the door to the right of the terminal and kill the Rodians. Enter the
next door, disable the mine, and search the supply crate. Return to the throne
room.
When you arrive at the throne room, turn right, and enter the door directly in
front of you. Kill the bounty hunter, seach his corpse, and follow the hall to
the right. Enter the door, destroy the two torture droids, and activate the
"Cage Release" control to release the man, Hudrow. Say to him "I couldn't sit
by and just let you suffer.", then "Okay, you're free to go now.". Yes, we
already disabled the security, but we did a nice thing. Leave the "guest" room
and go into the first door on the right. Search the two strong boxes, then
leave and enter the next right-hand door. Search the remains of one of the
groups of Rodians you gassed, then enter the next right-hand door. Kill all
the technicians, then search the first aid crate and enter the door at the far
end side on the left.
In this hallway, run to the end. Enter the door after it curves, then enter
the door on the right. This is the hangar. Walk in, and a scene will take
over. Davik and Calo will see you, and guess what? You have to fight them!
Focus on Calo Nord first, because, surprisingly, he's tougher. As he is about
to die, he pulls out a detonator, but the roof collapses on him first. When
he's a goner, Davik seems to have died too. Cool, huh? Two for the price of
one! Before leaving, DON'T FORGET TO SEARCH DAVIK'S CORPSE! When you have his
stuff, run to the open ramp of the Ebon Hawk, and board it. You're leaving
Taris, finally. A cutscene will take over. After the cutscene, you'll be in
control of the turret on the ship. Destroy the incoming fighters. When they
are all dead, the turret will stop responding, and another cutscene will show
you making the hyperspace jump. Afterwards, you'll be speaking with Bastila on
the bridge. Choose whatever dialogue option you want. Afterwards, the Ebon
Hawk will land on Dantooine.
[12.3] Dantooine
Climate Temperate Grassland
Native Species None native, now settled
Docking Jedi Academy
NOTE: When you become a Jedi and first get your Force Powers, make sure that
both of your starting points go into "Affect Mind" and "Dominate Mind", as this
walkthrough is written with them as part of the character. If you don't have
these options, then you'll have to use normal Persuade techniques, which may or
may not work properly.
Jedi Enclave
Take Mission with you, and if you don't like her, you can switch her soon.
Leave the Ebon Hawk, and Lena, Mission's brother's girlfriend, will approach
and talk to you.
1: You took her brother away and left her all alone on Taris!
2: Why should we believe you, Lena?
3: I'd like to hear Griff's side of things before I judge him.
With all that information, let's talk to Mission.
1: I want to talk to you about your brother.
2: We'll find your brother, Mission.
3: Griff may not be perfect, but he is your brother, Mission.
4: Kind of like how you came to Taris in the first place.
5: When the time comes you'll know what to say, Mission.
Bastila will inform you that the Jedi Council wants to speak with you. Carth
doesn't like being left out of the loop, but the little baby will have to wait.
Follow Bastila, and keep following her until you are interrupted by a Jedi.
1: I believe you are mistaken. I am not a Padawan. I am _____. I came
here with Bastila.
2: I am telling you the truth.
Walk past the Jedi, known as Belaya, and go left. Go through the first open
doorway. When the path splits, head left. You'll see Carth here. Walk into
the room, and approach the Jedi council.
1: So you've drawn me into your little trap, Bastila. What now?
2: What do you want from me?
3: Strong in the Force?
4: I am willing to try my best.
You automatically return to the Ebon Hawk, where you have another vision, this
time of Revan and Malak walking back and forth, before finally going inside to
see what the "StarForge" is. When you awake, you find yourself outside, and
Carth greets you. Ask him "Did she say anything else?", and then "I had a
rough night... Let's go." You have to take two members, but Bastila is not
available to you. Pick whoever you want; I took Carth and Mission. If you
chose Mission, talk to her.
1: Malak will pay for what he did, Mission.
2: I want to talk to you about your brother.
3: Why do you hate her so much?
4: Did Lena dump him?
5: So what happened?
6: Maybe something happened to him.
Facing the doorway to the Jedi enclave, turn right. The brown door here leads
to a shop where you can buy the basics, as well as droid supplies. Buy what
you want or need, then leave, and walk straight across to the green alien named
Lur Arka Sulas. He wants to ask you a question, so say "Go ahead.", "Sorry, I
have no idea who you're talking about.", and finally, "I'll keep my eye out for
your girl." Return to the garden area of the enclave, but instead of going
left to the council chambers, go straight, to the other side of the large tree.
This is the "guest" area. The first door on the left has an alien who will
sell you some Pazaak cards, and will also play games with you. The maximum you
can wage is 120 credits. The second room holds a footlocker, free for you to
search, and the third room holds a man named Ahlan Matale, who will come into
play very soon. For now, return to the council.
1: Yes... they seemed to be searching for something.
2: I trust in your greater wisdom.
3: What are you talking about?
4: Yes. I'm ready for whatever awaits me.
5: Jedi are turning to the dark side?
6: I'm ready now. I accept this mission.
7: As you wish, Master Vandar.
The game will take over for a bit, showing your training. You will battle
Bastila, read, and learn how to control the Force. After your training (which
would've been much cooler had you been able to do it), you will chatting with
Master Zhar.
1: What must I do to prove myself?
2: I am ready for the tests, Master Zhar.
Your first task is to learn the Jedi Code. To do so, you can talk to Master
Vrook, but why bother when you're reading a strategy guide? Speak with Master
Zhar again, and tell him "I am ready to continue my training.", then "I am
ready for the tests, Master Zhar.". Below is the portion he asks you, and
beside that is what you should answer:
There is no emotion... *There is peace*.
There is no ignorance... *There is knowledge*.
There is no passion... *There is serenity*.
There is no chaos... *There is harmony*.
There is no death... *There is the Force*.
After reciting the Jedi Code, turn around and return to the council, and speak
with Master Dorak. Ask him "What colors are there?", and then tell him what
you want to be; it doesn't matter just yet. He will ask you four questions.
Your answers determine what kind of Jedi you will be, but you don't have to
agree with Master Dorak's recommendation. Choose whichever you like, either
the Guardian, Sentinel, or Consular. I chose the path of the Jedi Guardian.
He will give a colored crystal (blue for Guardians, yellow for Sentinels, green
for Consular). I chose the Jedi Guardian, and got my blue crystal. Now, go
to Master Zhar to construct your lightsaber. You will do it automatically.
Afterwards, Master Zhar will send you on your first trial.
1: I can find crystals on Dantooine?
2: I am ready to face the third trial.
3: What would you have me do, Master Zhar?
4: Do you have no other guidance?
With your newly constructed lightsaber in hand, leave the Jedi Council, and
return to the big tree. Facing the tree, go straight, to the door on the other
side. Speak to the Jedi Droid to get it to open the doors, and enter the
courtyard.
~ Courtyard ~
When you get in the courtyard,
follow the path around to the left. Speak to
Nemo and Gar, if you want, then continue. When you come to the fork, the man
Jon will speak to you automatically. Tell him "What are you talking about?",
then "They killed her?", and finally, "Revenge is never a good reason.". From
where Jon is, turn right and cross the bridge, and speak to Elise in front of
the speeder to the left.
1: Your companion?
2: It is possible...
3: Did someone break it down?
4: Could it have been opened from the inside?
5: Your missing companion is a droid?
6: You live alone with this... droid?
7: I will help you find your droid.
Across from Elise is a Rodian in front of a speeder, named Adum Larp. If you
talk to him, you can buy or sell equipment, and buy maps of some of the
surrounding areas. Don't bother buying maps, because I tell you where to go.
Look at his inventory if you like. When you're done with him, walk into the
field, and a small cutscene will take over, showing the kath hounds. Kill the
ones who approach you, then keep walking. Turn left at the path, and kill all
the kath hounds here. Head into the large collection of rocks and make your
way to the other side, killing the kath hounds as you go. When you emerge from
the rocks, ignore the metal looking stones for now; this leads to the ruins,
but you can't go there yet. Instead, take a right and walk between the two
posts to ente the Matale Grounds.
~ Matale Grounds ~
When Matale Grounds has loaded, run straight ahead. Kill the kath hounds, then
go between the posts to enter the Grove.
~ Grove ~
Once in the grove, kill the kath hounds to the left, and make your way to the
broken white pillars. You'll run into a Jedi named Juhani who has gone into
hiding, and you'll have to fight her. She'll freeze both of your party, so it
will be a one on one fight. Once you've widdled down her health, she'll stop
and talk to you. Since we're light, we have to convince her to return to the
Order. By doing so, you earn light points, and will be able to use Juhani as a
party member once you leave Dantooine. Once she's talking, follow this branch
of dialogue:
1: Who are you?
2: You embraced the dark side? Why?
3: The dark side is never powerful enough.
4: I was sent by the Council to cleanse the taint from this grove.
5: [Persuade] I have no desire to kill you, Juhani.
6: [Persuade] Come now, Juhani. You are a beautiful young woman who has
much talent.
7: [Persuade] It is not your fault, Juhani.
8: [Persuade] Do not worry, Juhani. They will surely take you back.
9: [Persuade] Of course it would. They would always accept you back.
Once Juhani runs off, search the corpses of the people she killed, then run in
between the small rock formation. Up ahead, kill all the kath hounds, then run
to the left and kill the Mandalorians and Duros here. Focus on the Mandalorian
fighters first, because unlike the Duros, they can hurt you. When they're
finished, you'll get a journal entry, and you'll have to seek out two more
groups of them before Jon will further your quest. From the Mandalorians, head
toward the rocks and trees, and kill any remaining kath hounds. Make your way
to the bridge, and the alien Bolook will speak with you. Ask him "Who are
you?", and "What do you want me to do?" This is a side quest, where you have
to determine who is the murderer. When Bolook is finished explaining what
happened, say "Is there anything else I should know?". This whole quest is
dialogue based, and to come to the correct conclusion, follow this.
First, speak to Handon Guld, and say, in this order:
1: No.
2: Did you see the kilelr?
Now, talk to Rickard.
1: Tell me what happened.
Talk to Rickard again.
1: What did you see happen?
2: I want to ask you something else.
3: Why were you out here?
4: I want to ask you something else.
5: Bolook said you were limping. Are you hurt?
6: That's all for now.
Talk to Handon.
1: What did you see happen?
2: I want to ask you something else.
3: Why were you out here?
4: Do you often run around these plains?
5: You're holding your side. Are you injured?
6: Nothing more right now.
Talk to the droid.
1: What did you find out about the body?
2: Tell me about these plains.
3: I will have more questions later.
Talk to Bolook.
1: I want to discuss the murder.
2: Rickard is lying.
3: It was cloudy; there was no sun glare!
Talk to Handon.
1: Did you know the victim?
2: No one says you killed him... yet.
3: I want to ask you something else.
4: Why would someone want to kill him?
5: That's all for now.
Talk to Rickard.
1: Did you know the victim?
2: I want to ask you something else.
3: Why would someone want to kill him?
4: That's all for now.
Talk to the droid.
1: What can you tell me about Calder and Handon?
2: What can you tell me about Calder and Rickard?
3: I will have more questions later.
Talk to Handon.
1: You knew Calder better than you admit. You rented a speeder with him!
2: Punch his face in? Why?
3: That's all for now.
Talk to Rickard.
1: You thought Calder was cheating you!
2: You can deny it, but there was bad blood between you!
Talk to Bolook.
1: I want to discuss the murder.
2: Handon is lying.
3: He knew his wife was cheating on him.
Talk to Handon.
1: What do you know about the weapon found by the body?
2: Nothing more right now.
Talk to Rickard.
1: What about the weapon found by the body?
2: That's all for now.
Talk to the droid.
1: Tell me about the weapon found at the scene.
2: Is there a report of Handon's blaster being stolen?
3: I will have more questions later.
Talk to Bolook.
1: I want to discuss the murder.
2: The blaster is Handon's. He lied about it being stolen.
Talk to the droid.
1: Tell me about the blood sample?
2: I will have more questions later.
Talk to Bolook.
1: I want to discuss the murder.
2: It didn't belong to the victim.
3: It's Handon's blood.
4: He is clutching his side.
5: No, they are both guilty.
6: Rickard thought Calder was cheating him in business.
You've solved the murder mystery, and gained a cool 1310 experience points!
Continue the way you were going, and kill the kath hounds. Head left between
the pillars to enter the Sandral grounds.
~ Sandral Grounds ~
You'll be in front of a building. This is the home of the Sandrals, and you'll
be visiting here soon. For now, walk down the left side of the building, and
continue around the end of the rockface to find a bridge. Go across it. Kill
the kath hounds, then keep following the fields to the left. Turn right when
the field splits, and run to the end to face the second group of Mandalorians.
Again, kill them first, and kill the Duros second. Be sure to search all the
things you can, including the corpses, footlocker, equipment packs, metal box
and metal case. Leave the camp and continue right, through the narrow pass.
When you get on the other side, kill the kath hounds to the right, by the stone
pillars. Now, run all the way to the left to kill the kath hounds that are
attaking a helpless droid. This is C8-42, the droid Elise wanted you to find.
Speak to it.
1: That was quite a beating you took.
2: They abused you?
3: But she wants you back.
4: You sought them out?
5: No. You should go back to her.
6: She is lonely and needs your support.
C8-42 runs off to find his owner. To the right of where the robot is, you'll
see a big hole in the side of the rockface. Go through this to find a crystal
cave.
~ Dantooine Crystal Cave ~
The cave is guarded by a swarm of kinrath. They are fairly easy to kill, but
they can poison you. Follow the cave to the end (there is only one way to go),
and kill the remaining kinrath. When you're safe, search all the crystal
formations. You should be able to find six crystals. When you've got them,
search the remains, and then exit the cave, back to the Sandral Grounds.
~ Sandral Grounds ~
Once back outside, kill any remaining kath hounds in the immediate area, then
take a right and go through the pillars back to the grove.
~ Grove ~
Kill the kath hound as the area loads, then make your way up, ignoring the path
on the right (which leads to Juhani's spot). When the path splits left and
right, go left, and cross the bridge. Stick to the right, and go through the
pillars when you get to them, and you'll be back in the Matale Grounds.
~ Matale Grounds ~
You're on the opposite side of where you were earlier. Run forward, up the
hill, and you'll spot the third and final (for now) group of Mandalorians. You
won't be able to save the old man, so destroy them all, starting with the
Mandalorians. As always, search the remains and the equipment pack, then go
through the pillars across from where you entered to be back in the courtyard.
~ Courtyard ~
Make your way back to Elise, the woman by the speeder. Speak to her, and pick
whatever dialogue option you want. Follow them, and talk to Jon. Tell him "I
killed some of them on the plains.", and finish with the only choice you have.
Return inside to the Jedi Enclave.
~ Jedi Enclave ~
Once inside, run back to the Jedi Council. Near the big tree, speak to Juhani.
Ask her "Have you spoken to the Council?", then "That's pretty harsh...". Well
it looks as though she's been welcomed back. Continue around her and go to the
Council. Return to the training room and speak with Master Zhar. You have no
dialogue, so just listen to what he has to say, apprentice. Oh wait, make that
Padawan. He has also given you a Jedi Robe, which you can choose to wear if
you want; you're not required to, now or ever. He walks over to the council,
and so should you. Approach them and speak to Master Vandar, and tell him "I
will investigate the ruins right away." You are required to take Bastila. In
addition to her, I chose Carth. After choosing your party, Ahlan Matale storms
into the room and demands justice. Choose the option "I shall look into it at
once.", and then leave the Council. Make your way back to the courtyard.
~ Courtyard ~
Once in the courtyard, run to the fields, and go past the Rodian near the
speeder. Make your way to the left, kill any kath hounds, and walk through the
large rock collection. On the other side, go through the pillars on your right
to enter Matale Grounds.
~! Matale Grounds !~
In this new area, kill any kath hounds, then run directly across to the next
set of pillars, which leads you to the Grove.
~ Grove ~
When you're in the grove, kill the kath hounds that are waiting for you, then
run forward past the three large trees, and approach the speeder. You will see
the final Mandalorian group. Focus on the one in red, Sherruk, because he's
the leader. When he's dead, focus on the two other Mandalorians, and finish up
with the Duros. Search their corpses, and the leader will give up two
colored lightsabers. Return the way you came, back through the pillars, to the
Matale Grounds.
~ Matale Grounds ~
Head left from your starting point, and go through the valley. Eventually, you
will come to a building; this is Ahlan Matale's house. Approach and speak to
the droid and tell him "I come on behalf of the Jedi Council. I wish to speak
to Ahlan Matale.". He will come out, guarded by droids (paranoid, isn't he?).
Talk to him:
1: Why are you so certain the Sandrals are to blame?
2: What were they doing here?
3: I shall go and speak to Nurik Sandral.
4: The Jedi cannot be bought! I will remain nuetral despite your attempted
bribe!
We're now off to the Sandral Estate, but before we get there, head east from
Matale's house. Go through the valley, and run to the tree in the middle,
between the two paths leading north and south. Just beside the tree is a body;
search it, and you'll receive some items, including Casus' diary. Turns out,
this is Nurik's boy. Now, return to the Sandral Estate by going through the
Grove, and into the Sandral Grounds.
~ Sandral Grounds ~
When you get there, run to Sandral's Estate, and speak to the droid standing
guard. Tell it "I come on behalf of the Jedi Council.", then "I am not in
league with the Matales, but I must speak to Nurik." The droid will let you in
so open the door and go inside.
~Sandral Estate~
As soon as the house loads, Nurik Sandral will come to greet you. Speak to
him:
1: Your son Casus is dead. I have seen his body.
2: He was killed by kath hounds while exploring the Dantooine ruins.
3: Here is the diary, Nurik, but you may keep your money. I need no reward
for this task.
After the conversation, Nurik leaves, but his daughter, Rahasia, comes.
1: Who are you?
2: Does this have anything to do with what happened to Shen?
3: I only want to find Shen Matale.
4: Please, tell me what has happened.
5: I must tell the Jedi Council at once!
6: I will go now.
Rahasia will give you a key to the side door. Leave the house, turn right, and
make your way to the side door. The door will be unlocked when you open it.
Inside, a flash mine is directly in front of you. Kill the droid to your left,
then disable or recover the mine. Enter the door to the left of the mine,
search the footlocker, and use the terminal. Go through the different cameras,
killing the droids without actually fighting, or if you want, just make your
way through the house, killing them as you go. Either way, enter the door to
the left of the computer terminal. Kill the droid, and enter the first door on
your right. Use your security on the footlocker, gather the items, then leave,
and continue down the hall. Don't go in any of the other doors; instead, keep
following the hall as it weaves to the right. The middle door here leads to
Rahasia, but ignore her for now. Go through the next door, into the security
room, and kill the droids. Search the two footlockers, then enter the left
door. Outside, you'll see a mine. Disable or recover it, then use your
security on the door it was protecting. Inside, speak with Shen. Say "I am
here to rescue you, Shen.", "I'll protect you, Shen. Let's go.", "What if we
take Rahasia with us?", and finish with "I will go speak to Rahasia.". Why not
do that? Return to Rahasia's room and talk to her. Tell her "I'm trying to
rescue Shen, but he won't leave without you, Rahasia." She'll agree to meet
you outside. Search her footlocker, then return to Shen. Choose the only
dialogue option available, and you'll be outside.
Shen and Rahasia will reunite. Ahlan and Nurik will show up, including combat
droids from both sides. If you're lucky, you'll be able to go all the way,
ensuring that everyone is happy. If your Persuade skill isn't high enough, the
most you can hope for is a neutral outcome. You can, of course, go for the
dark side, but we have to save that for the dark side walkthrough. When given
the chance to speak, say:
1: It was no problem.
2: No reward is necessary.
3: You two just need to calm down.
4: Both of you calm down now!
5: [Persuade] Shen is capable of making decisions on his own.
6: [Persuade] Children grow up and leave eventually.
7: You'll let them stay together?
8: Why don't you compromise?
Awww, we managed to keep the family together. Let's take this opportunity to
talk with Bastila.
1: I want to talk about that dream.
2: I still don't understand why we shared this 'vision'.
3: But how did our fates become linked?
4: Believe me, the feeling is mutual.
5: I have another question.
6: Why did we dream of Malak and Raven?
7: Well, I certainly didn't want to dream about them.
8: What do you think Malak and Revan were doing?
9: I'm not sure I like the idea of you being in my dreams.
10: Pretty certain, yes.
11: Do you think we will receive more of these visions?
12: That's all I wanted to know.
We're almost done here on Dantooine, so return to the courtyard. When you get
there, run to the ancient ruins; it is where those weird metal-looking pillars
are, at the far north end of the courtyard. Approach the large door and enter
the ruins.
~ Ruins ~
You are now in the ancient ruins. Run forward, through the large door, and
approach the droid. It will begin "talking" to you.
1: What language is that? What are you trying to say?
2: I still don't understand you.
3: Hey! I understood
that!
4: Who are you? Why are you
here?
5: How long have you been here?
6: Who are these Builders you keep talking about?
7: The droid speaks Selkath. Maybe they were the Builders.
8: Have you seen a Builder recently?
9: What is the 'Star Forge'?
10: But what is it? What does it do?
11: Could it have been a factory or weapons plant?
12: Where can we find the Star Forge?
13: How can I prove myself worthy?
Search Nemo's corpse, then enter the door to the left of the droid. In this
room, destroy the guardian droid. It has a lot of health, but isn't too
powerful. When it's destroyed, search the wreckage pile, then approach and use
the terminal. Choose "Talk to the computer.", then "Insert your datapad into
the receptacle." Choose "Talk to the computer." again, and it asks you the
following question:
IDENTIFY THE THREE PRIMARY LIFE-GIVING SEED WORLD TYPES
Choose, in any order:
Oceanic
Grassland
Arboreal
Leave, and enter the door directly opposite you. Destroy the droid in here.
It is a little more powerful, and has the ability to freeze you. When it's
destroyed, use the terminal. Like before, "Talk to the computer.", "Insert
your datapad into the receptacle.", and then "Talk to the computer.". This
time it asks you the following question:
IDENTIFY THE THREE PRIMARY DEATH-GIVING SEED WORLD TYPES
Choose, in any order:
Desert
Volcanic
Barren
Leave the room, and enter the now-opened door to the right of the droid. Open
the second door at the end of the hall, then approach the thing. The game will
take over. This is the Star Forge.
1: What is it?
2: So what is the Star Forge, exactly?
3: Perhaps those worlds have more clues.
~ Courtyard / Jedi Enclave ~
Leave the ancient ruins, then head back toward the enclave. Before going to
the council, speak with Jon, and tell him you've killed the Mandalorians by
telling him "I fought and killer their leader.", followed by "There is no need
for a reward." He gives it to you anyway, though, in the form of 1000 credits.
Return to the enclave. Once the game loads, speak to Carth, and he should
reveal more.
1: You've been very quiet, lately, you know that?
2: I'm not the one leaving you out of the loop, Carth.
3: They thought it was more important that I help find the Star Maps than
stay.
4: They said there's a bond between Bastila and myself.
5: Are you saying I'm not needed?
6: I am *not* going to betray you! I am *not* Saul!
After being insulted, yet again, return to the Council and they will talk to
you automatically.
1: We found an incomplete Star Map and mention of something called a Star
Forge.
--After return to the council after the ship automatically...
2: I am ready to do the council's will.
3: Am I to undertake this task alone?
4: There are others I want to join me.
5: You can count on me. I will not fail.
After getting your new orders, leave the council. When you get to the big
tree, turn right, and make your way back to the Ebon Hawk. The alien at the
door will stop you and talk to you.
1: I don't think the Council would want me to speak openly of this mission.
2: What are you talking about?
3: Why are you telling me this?
4: Sounds like they're extinct.
5: The Great Hunt? What's that?
6: Cost? What cost?
7: What? What was so special about those three?
8: Thanks for the warning. I'll be careful.
Before leaving, let's finish up some dialogue with Bastila.
1: You look like there's something bothering you.
2: Doesn't the bond mean my prescense is necessary?
3: Okay, I'll answer a few questions.
4: Nothing extravagant. I'm a soldier.
5: Deralia. It's in a remote system. Why?
6: Wasn't all this in my service records?
7: And what did you find out?
Speak to her once more.
1: You have something you want to ask me?
2: What do you mean?
3: What do you think I should do?
4: I will try.
5: I won't do anything to hurt you.
6: I would appreciate any help you could offer.
Once you're done with her, buy any supplies you need or want at the shop, then
board the ramp to the Ebon Hawk.
Ebon Hawk
Before we take off, let's do some work. Speak to Mission, and you can play
Pazaak with her. No credits are wagered, it's just for fun. Speak to
Canderous to learn more about him and his past. Whenever you need adrenal
stimulants, go to Canderous, because he will make them for you.
1: I was wondering if you had any more war stories?
2: What was your story?
3: What happened next?
4: You dropped from orbit riding a droid?!
5: That was some fight.
Talk to him again.
1: I was wondering if you had any more war stories?
2: What do you mean?
3: Why? What happened?
4: An asteroid?
5: A ship!
He just doesn't want to shut up, does he? Talk to him yet again.
1: I was wondering if you had any more war stories?
2: Tell me the story.
3: Ah. Did it work?
4: You were a great warrior Canderous.
Ah, finally, he's done. While you're here with Canderous, use the workbench if
you need to upgrade anything. Go to the main room. You can't really talk with
T3-M4, but he can make you any computer spikes, if you need them. Talking with
Zaalbar won't get you far (not yet at least), and he can make you any grenades,
should you need them. Talk to Juhani, who is off to the side, for a lot more
information about her.
1: You thought the dark side had consumed you. It is nothing.
2: Do not worry, Juhani. I forgive you.
Chat with her again.
1: I was wondering if we could talk.
2: How did you come to be a Jedi?
3: Yes. Please continue.
4: Where did you live?
5: Did you meet a Jedi?
6: Enamored?
And again.
1: I was wondering if we could talk.
2: Are you doing alright?
3: Why? What is wrong?
4: Perhaps you just need more time.
5: I cannot afford to look after you all the time, Juhani.
Okay, we're almost done here. Run up to the cockpit, and you'll be introduced
to the galaxy map. Before heading anywhere, speak to Bastila.
1: You wanted to speak to me?
2: Is it true you killed Darth Revan?
3: That's not what I heard.
4: So Malak did your job for you?
And again.
1: I'd like to know more about you, Bastila.
2: Tell me how you joined the Jedi, then.
3: Discouraged? Why?
4: You aren't allowed to love?
5: You don't sound very convinced.
6: Who weren't you on good terms with?
7: You never tried to get in touch with your father again?
8: You sound very sad when you say that.
Alright, now we're ready to go. Use tha galaxy map, and choose Tatooine as the
next destination. You may or may not be attacked, but if you are, just use the
turret and kill all the fighters. Remember, once the turret stops responding,
the fighters have retreated. During your flight, you will be treated to a
cutscene of Malak and Saul. Looks like Calo is still alive and has a new boss.
After the cutscene, we're shown another vision. You awake, and are talking
with Bastila. Say "It looked like it was inside some kind of cave.". When she
is finished explaining things, talk to her again.
1: You wish to talk to
me?
2: My
progress?
3: What are you trying to tell me?
4: You seem to know that temptation very well.
5: I couldn't see myself ever doing such things.
6: Do whatever is required? Such as?
After talking with Bastila, run to the main room, and Zaalbar will approach
you. Tell him "Not right? What do you mean?". Don't talk to anyone else, as
nobody has anything to add just yet. Leave the Ebon Hawk. You can choose to
take whomever you like, but if you want to take part in two additional quests,
choose Bastila and Mission. Leave the Ebon Hawk.
[12.4] Tatooine
Climate Desert, Canyons
Native Species Jawas, Sand People
Docking Anchorhead Settlement
~ Docking Bay ~
When you get on the ground, you'll be approached by a Czerka representative.
You must pay 100 credits as a docking fee. To try to get out of it, say "What
do I get for my 100 credits?", then "Is there any way you could reconsider the
fee?", finishing with "[Persuade] The money I save I'll spend in your stores."
If it doesn't work, then just pay the fee. If you have Affect or Dominate
Mind, you can choose "[Force Persuade] I don't need to pay the fee." He will
then offer to help you with some information. Ask him "I'll need good paying
work. What is there to do?". If you want some more information on the planet,
choose whatever dialogue you want, otherwise choose "Actually, I really need to
get going."
When the man walks away, head to the left toward a pile of boxes. There is a
footlocker here that you can search. Run forward, toward the door, and a woman
will approach you, who turns out to be a friend of Bastila's mother, Helena.
After the first two dialogue choices, talk to Bastila, and that's where number
three picks up from.
1: Don't be rude, Bastila.
2: I guess we should go see your mother, Bastila.
3: Do you want to talk?
Continue forward, to the alien named Mic'Tunan'Jus Orgu. Say that five times
fast. This... 'thing' runs a little shop here. Look around and see if there's
anything you want. Be sure to buy some bantha fodder, because it'll come in
handy near the end of Tatooine and will save you some backtracking. When
you're done, run to the door, and an alien will stop you. When he talks, reply
with "What shipment? What are you talking about?", followed by "Excuse me, did
you say "gizka"?". You'll find out about these annoying little bastards later.
Now, go through the door.
~ Anchorhead ~
Run forward, turn left, and speak with the woman in front of the hunting lodge,
Sharina Fizark.
1: What do you need? I'm _____, I'll help if I can.
2: I wouldn't be able to sell it. I'm no hunter.
3: Where would I get a license? What's the cost?
4: Let's talk about what to do with this plae.
5: I can't buy it, but I could take it and sell it for you.
6: [Persuade] It's the only choice you have. Trust me.
No, we're not going to steal it, but we'll sell it, and give the money back to
Sharina (and then some). Turn to the left and enter the hunting lodge.
~ Hunting Lodge ~
The Rodian at the back, named Kudos, will play Pazaak with you. Ignore the
Gamorreans, unless you want some dark side points, but we're not doing that
right now. Ignore the two hunters standing by the Gamorreans. They can give
you some info if you want, but unless you're looking for dark side points,
ignore them. Talk to the alien, Fazza Utral. He'll refuse to even look at the
plate, but now we know what to do. Leave the hunting lodge.
~ Anchorhead ~
The lady will talk to you, but tell her you haven't sold it yet. Walk forward,
and an alien will stop you.
1: I'm sorry? What are you talking about?
2: Helena? Bastila, isn't that your mother's name?
3: Is she still there?
Keep walking, and search the footlocker next to the mechanic. He can give you
some background info, but he's not important. Enter the Czerka Office next to
the mechanic.
~ Czerka Office ~
Inside the office, an alien will be arguing with a Czerka woman. Ask "What's
going on here? Who are you?". When he leaves, talk with the protocol officer.
1: I want to ask about hunting licenses.
2: Why would I need a license anyway?
3: There is no way to get a license?
4: I will agree to do this for you.
5: I'll go get to it, then.
The Rodian behind the counter offers goods for sale, so check and see if there
is anything you want. If you have Mission in your party, ask the woman about
her brother.
1: I'm looking for a miner named Griff.
2: [Force Persuasion] You want to tell me about Griff.
3: So you fired him?
4: The Sand People?
5: So your workers are all expendable?
6: Is there some type of reward for saving him?
7: I have to go. Goodbye.
After learning about Griff, talk with Mission, and tell her "Don't worry
Mission - we'll get him back.". Leave the Czerka office, and the alien who was
causing the commotion will speak to you.
1: What do you mean? What are you talking about?
2: The Czerka said that the Sand People attacked first.
3: What would you suggest, then?
4: Who would have a capable droid?
5: Where would that enclave you mentioned be?
6: Where would you get robes to match theirs?
7: Maybe I'll look into it.
~ Anchorhead ~
After finishing with the outraged alien, take a right, and go back to the
Hunting Lodge. You now have your license, so let's sell that wraid plate.
Talk to Fazza.
~ Hunting Lodge ~
1: I have something to sell
you.
2: Yes, that will do
nicely.
If you want, you can check out his inventory. Otherwise, leave the lodge.
~Anchorhead~
Talk to Sharina. Tell her "Yes, I have sold the plate.", and then, being the
nice man we are, say "He paid 200 more than you thought. Here.". Awww,
everyone loves you now. Run down Anchorhead, enjoying the scenary, and enter
the next interactive door, which leads you to the Swoop Registration.
~ Swoop Registration ~
Inside, talk with the green alien, Nico Senvi.
1: Anything I could help you with? What's bugging you?
2: I raced on Taris.
He tells you to talk to the Hutt, and he won't reveal what's wrong until you
prove to be a good racer, so talk to Motta.
1: You will show me respect, worm!
2: I have my own bike stored on my ship.
3: [Force Persuade] I don't need to pay the fee.
4: What sort of business do you help with?
5: Why won't he sign?
6: I think you should give him a better deal.
7: [Force Persuade] You want to give Nico a better deal!
8: I'll be back later.
Now, return to Nico. He still won't talk to you, but you'll get your quest
updated. Just say "I talked to Motta about you.", "Back to my other questions
now.", and finally, "Goodbye.". With all that done, speak with Motta again to
get a race going.
1: Let's talk about swoop racing.
2: Just set me up with a race.
3: I already paid a maintenance fee.
4: Will you negotiate on the price?
5: [Force Persuade] You want to let me race for free.
The first time to beat is 0:23:90, which is easy. As always, shift gears as
soon as the light comes on, avoid obstacles, and go for all the boosters. With
the first race under your belt, talk with Motta again. You can't persuade your
way out of the fee, so just pay it. You have to beat 0:23:29. Again, it's
easy, and so is the next race. When you get back to the office, collect your
reward, then talk to Motta for the third and final race. Pay the 100 credit
fee again, then go for the third race. Your new time is 0:22:51. After the
race, collect your reward. Nico should now talk to you, seeing as how you're
the Tatooine swoop champion.
1: I talked to Motta about you
2: I convinced Motta to give you a better contract.
3: When do you think you'll be leaving?
4: Goodbye then. Good luck.
Leave the swoop office.
~ Anchorhead ~
Outside, an alien will greet you. He wants your autoprint, or autograp. Tell
him "What? My autoprint? Are you serious?", then "Sure, why not? Scan away."
Take a right, and keep making your way around Anchorhead. Three Dark Jedi's
will attack you, sent by Malak. They can be tough, depending on your loadout,
but just stick to it, healing as necessary. When they die, search them.
Continue past your would-be murderers, and enter the cantina, which is the door
to the right of the Ronto.
~ Cantina ~
Inside the Cantina, walk to the end, and speak with the woman, Helena, who is,
as you should know, Bastila's mother.
1: My mother is long dead, if you must know.
2: Don't you want to find your father's remains, Bastila?
3: What about your mother's sickness?
After getting a new quest, you can play Pazaak with the man, Furko Nellis. The
bartender, Junix Nard, will sell you stuff if you need anything. Leave the
cantina.
~Anchorhead~
Once back in Anchorhead, head almost directly straight to the far end. We have
one last shop to visit before entering the Dune. Mission and Bastila may start
talking. It's quite funny what Bastila does. Before entering the droid shop,
talk to Bastila.
1: Do you want to talk?
2: You don't think we should look for the holocron?
3: Why do you think she wants it so badly?
4: You'd keep it for yourself?
~ Droid Shop ~
Once inside the droid shop, walk up to the red droid at the right to talk to
him. Or it.
1: You mentioned battle and protocol? Outline your functions.
2: Why are you keeping information to yourself?
3: Access to your memory is restricted?
4: How do I know you'll be loyal once the restraining bolt is removed?
5: Why would you assume that?
6: All right, I'll see about purchasing you.
7: Does Yuka Laka know you talk about him like this?
Talk to Yuka Laka.
1: What do you have available in your shop?
2: Let me ask a few questions about HK-47.
3: You don't seem to know much about it.
4: I'm interested. Let's talk price.
5: Could I convince you to lower the price a bit?
6: That was quick. Desperate to sell?
7: Perhaps I can convince you to go lower?
8: [Force Persuade] You will lower your price. I deserve it.
9: 2500 credits then. I'll pay it.
10: Thanks. Goodbye.
If the Force Persuade option doesn't work, or if you don't have it, try the
normal Persuade. If you're still unsuccessful, just pay the 5000 credits; it's
well worth it. You can also check out his inventory, if you want. Return to
HK-47 and take him. Replace Mission, and take HK-47, for the time being.
~ Anchorhead ~
In Anchorhead, turn left and head to the large gates. Speak with the Jawa,
named Iziz, by the corner.
1: Could you be clearer? I'm having trouble understanding you.
2: Why wouldn't I understand your true language?
3: What is it that you want, Jawa?
4: HK-47, can you help me out here?
5: What about the other 2%.
6: So, Iziz, what do you want me to do?
7: Tell me about where your people are. Maybe I'll help.
8: I'll check it out when I leave the city. Goodbye.
Speak with the gate guard, and tell him "I have proper authorization.", and
"Here is my hunting license.".
~ Dune Sea ~
Once in the dune, get rid of HK-47 and replace him with Mission. Talk with the
woman in front of you, Marlena.
1: What do you mean by "you old boys"?
2: You sound like you're planning to kill him.
3: I have to go.
You're in the Dune Sea, and Sand People may attack you from anywhere, as a lot
of them are camofluged and will appear to come out of nowhere. In front of you
is a large sandcrawler. Make your way toward it, killing any Sand People who
may ambush you. When you get there, talk to the mining team captain, and say
"I would assume this was done by the Sand People?". You'll have to fend off
three waves of them, but they are all pretty easy. It's basically free XP.
Once the third wave is down, talk to the captain again, and say "I've agreed to
try and stop the Sand People attacks.". Face the sandcrawler, and head to the
left and behind you. You'll come to a man surrounded by four droids. This is
Tanis, the man who Marlena told you about.
1: You're Tanis, right? Your wife says hello.
2: What do you want me to do?
3: All right, I'll try and help out. Hold on.
Now, face Tanis, and face him so that you and him are face to face. Access the
droid behind him and to the right. The question is:
Node 1 reports Node 2 failed.
Node 2 reports Node 3 failed.
Node 3 reports Node 2 failed.
Error: Two of the above are definitely false. Compare logic to identify the
only memory node that can be correct.
The correct answer is... "Node 2 is reporting accurately."
Access the droid directly across from and to the left of this one. The
question is:
4 * 14 * 11-14 * 31-14 * 13-21-14 * ..?.. * ..?..
Error: Descriptive number progression corrupted. To recalibrate, determine the
correct progression by describing the previous entry.
The correct answer is... "31-13-12-14 * 23-41-12-14."
Make your way left and access the next droid. The question is:
Power Cell drain must not exceed total. Different Motivators measure the same
total energy pool as either 300 small pulses or 180 large pulses. Error: Upper
Motivator has used 100 small pulses. How many large pulses are left in the
remaining fraction?
The correct answer is... "Allocate 120 large pulses."
Now, access the final droid. The question is:
Data missing from prime values. Listing data: 2 * 3 * 5 * 11 * 13 * 17 * 19.
Recalibrate this system by determining which value is missing from the above
list.
The correct answer is... "The missing value is 7".
Congratulations, you've said Tanis. Talk to him. When he offers you a reward,
say "That will be fine. Good luck.". Make your way down to the other end of
the map, searching corpses and wreckage piles, and killing Sand People as they
ambush you. Eventually, you'll see a speeder, and you'll hear a woman scream
for help. Search the refuse pile, and it turns out to be a trick played on you
by those Gamorreans from earlier. They demand 500 credits. Choose "Perhaps I
can persuade you not to do this?", then "[Force Persuade] You want to let me
go. You got what you came for.". If it doesn't work, either pay them, or
fight them. At the end of the area, there will be two paths you can take. Go
to the one that's guarded by Sand People, because the other one is not yet
accessible. There will be five Sand People to kill, but another six or seven
will come from the corner. When everyone is dead, search all the Sand People
remains, and you should have no fewer than thirteen pieces of Sand People
clothing, and eight Gaffi Sticks. Enter the Sand People Territory.
~Sand People
Territory~
Equip all your party members
with the Sand People Clothing.
Run up to the large wooden fenced area you see ahead of you. Enter the party
screen first, though, and bring HK-47 in to replace Bastila. He can't wear the
Sand People Clothing, but he'll have no problem getting by. When you get to
the entrance, don't kill any Sand People. You won't automatically lock onto
them, and they won't attack you, because you're wearing the clothing. Walk up
to the door and go through; don't worry, the turrets won't fire at you either.
~ Sand People Enclave ~
When the area loads, speak to the Sand People (or person?) in front of you. He
knows you're not really one of his species, but HK-47 interprets what he says.
Tell him "Quickly, tell him we are not a threat!", then " Apologize for being
here. Say we want peace.". The Sand Person takes you to the chieftain. When
you arrive, you're naked (your clothing has disappeared).
1: Tell him we want a peaceful solution.
2: Ask what it is that he
wants.
3: The attacks must stop
altogether!
4: Tell him we will get his vaporators.
~ Sand People Territory ~
You'll be escorted out of the enclave, and you'll once again be in the Sand
People Territory. You have no Sand People clothing on, so re-equip all your
armor. As you work to get the vaporators, the Sand People in the Territory
won't attack you. Make your way to the Dune Sea, all the way back to the
safety of Anchorhead.
~ Anchorhead ~
Back within in safe grounds, we'll head to the Czerka Office, but let's talk to
HK-47 first.
1: I would like to know more about your functionality.
2: I thought you said that removing your restraining bolt would restore your
memory?
3: So you lied to me.
4: How can you not know parts of your functionality?
5: Is there any way to repair you?
6: So I can restore your memory?
7: So you're saying that your memory might just... come back?
8: So how do I go about restoring part of your memory?
9: Okay, that will be all.
You can try to restore his memory if you like, but you'll need a high repair
skill, and maybe even an item that adds to repair. If you succeed in the first
repair, he'll be given a permanent +2 to his dexterity, and you'll learn a
great deal of his history (you can choose whatever dialogue you like).
Return to the Czerka Office, and speak with the protocol officer again. You
can sell her all those gaffi sticks. Now, speak with the Rodian behind the
counter.
1: What do you have available for
purchase?
2: Do you have any moisture
vaporators?
3: To exchange with Sand People to stop their attacks.
4: Could you be persuaded to lower the price?
5: [Force Persuade] You want to lower the price.
6: Could you be persuaded to lower the price?
7: 200 for the moisture vaporators sounds fine to me.
Now that you have the moisture vaporators, leave the Czerka Office, return to
the Dune Sea, head all the way back to the Sand People Territory, and finally,
back to the Sand People enclave. Be sure to have HK-47 in your party. You
still won't be attacked, which is always a good thing. In front of the
enclave, where all the blaster turrets are, you'll see guard. Talk to him, and
tell him "Tell him we have the moisture converters.". He will take you to the
chieftain.
~ Sand People Enclave ~
When the area loads, you'll be in front of the chieftain, again.
1: Tell him that we have his vaporators.
2: I have a few questions for him.
3: Ask about captives.
4: Ask if he knows about Mission's brother Griff.
5: Ask if he knows about the Jawas Iziz told us about.
6: Tell him farewell for now.
That was easy, wasn't it? Now, talk to him again. Tell HK-47 to ask the
chieftain "Ask about the Star Map.", then "A krayt dragon? What is that? How
do I pass it?", then "Tell him farewell for now.". If you feel like killing
him and the rest, choose to ask questions about the Sand People culture, and
you'll soon come to a choice where you can tell him that you "unwrapped" (read:
killed) some of his people, and he'll attack. Otherwise, leave the chieftain's
room. Do not search through anything, as they are one of the few people who
will attack you for looking at their belongings. Leave the room, leave the
next room, and head left. When you come to two doors, one to the left and
right, take the left one. Talk to one of the Jawas in here, and say "The Sand
People said you can go. Run to Anchorhead.". Turn around and open the door on
the other side of the captured Jawas to find Griff, and talk to him. After
Mission is heartbroken, say "The Sand People said you can go. Run to
Anchorhead.", then "Now what, Griff?". Be nice, and say "Sure - here's 100
credits.". Make your way to the exit and leave the enclave.
~ Sand People Territory ~
Back in the Sand People Territory, run to the Eastern Dune Sea entrance; you
can see it sticking up from the right when you leave the enclave. It's also to
the right of the Dune Sea entrance, if you get lost. With the map in hand, you
will have no problem getting through there now.
~ Eastern Dune Sea ~
When the Eastern Dune Sea loads, run toward the large cave; it's hard to miss.
When you get near the entrance, you'll see a man run in, but not run out. Talk
to the Twi'lek, Komad.
1: If it's such an honor, why do you want help?
2: Why should we kill this great beast?
3: I'll help. Give me more information about how.
4: How will we lead the banthas
here?
5: That seems very easy. What aren't you telling
me?
6: They posed no real threat to me before.
7: Why am I doing most of the legwork?
8: Look, I have your fodder.
9: I'll see what I can do.
Turn around, and head to one of the banthas. Press A to "use" him, and they'll
begin following you. Just like Komad said, you'll have to fight some Elite
Warriors. Once the Elite's are dead, return to a bantha and "use" him again.
They will follow you, and Komad tells you to talk to him. Say "Don't worry,
I'm ready.", and the dragon will come out of his cave. As he does so, he will
walk over some mines, which kill him. When he falls, say to Komad "I don't
want it. Your skill made it possible.". You now have access to the caves.
Run inside. Search all the corpses and the rubble, then activate the Star Map.
Say "Possibly. The Star Map is a powerful dark side artifact." Don't forget
to check the tattered equipment pack for the Holocron. As you leave the cave,
you are attacked by Calo Nord and four thugs. Say "Hold on, Calo... maybe we
can work out a deal here.". As with most boss battles, focus on Calo Nord, and
unlike Taris, he's now strong. When he's dead, search his corpse to get over
2000 credits and his personal body armor, then return to Anchorhead.
~ Anchorhead ~
Once inside Anchorhead, put HK-47 away, and bring Bastila in his place. Talk
to her.
1: Do you want to talk?
2: Are you going to give the holocron to her?
3: Do you need it more than she does?
Before going to far, talk to Iziz and say "That will be fine. Good luck.".
Make your way to the Cantina.
~ Cantina ~
Inside, return to Bastila's mother (Helena, remember). When you have a choice,
say:
1: Maybe you should listen to what she has to say
2: Maybe one of you should be the first to give the other a break?
3: Treasure hunting is a dangerous
occupation.
4: I'll do my
best.
Now, let's chat with Bastila.
1: So, do you feel better now?
2: Why did the Council send me with you on this mission?
3: It just seems odd they would send me off without a Master to guide me.
4: I get the feeling that there's more going on than I know.
5: I guess that makes sense.
6: Me? You're the one who thought this was her big audition for
'Masterhood'!
7: Hey, you started this.
8: Careful. Remember your self-control.
9: I'm not so bad. You just have to learn to accept me for what I am.
~ Czerka Office ~
Leave the cantina, and return to the Czerka Office. When you get close, an
alien will approach you. Say "I didn't drop anything.", then "I don't want
it.", finally "No. It's not mine. I won't take it." If you want it, take it,
but it only gives you information on a person who offers bounties, all of which
are dark side bounties, which is why I told you not to take it. When you get
inside the Czerka Office, speak with the protocol officer. Say "I have gaffi
sticks to redeem for bounties.", then "Yes, here it is.", and then "That amount
will suffice.". Now, speak to Griff, who is standing next to the Rodian (the
guy who sold you the moisture vaporators).
1: What's the job?
2: So you want to open a bar?
3: Don't worry, Griff, we'll get those tech glands for you.
Poor Griff, always getting himself into trouble. Talk to Mission, and say "I
want to talk to you about your brother.", "You can't turn your back on your own
brother!", and finish with "No one can teach him this lession, Mission. He has
to learn it himself.". Leave the Czerka Office, and return to your ship; we're
off this planet. Before boarding, however, go to the weird alien and buy some
"Gizka Poison" off it.
~ Ebon Hawk ~
When you board the ship, you'll see the "gizka" that the alien mentioned,
little annoying creatures. To get rid of them, approach one and "use" it.
Choose "[Feed it the gizka poison.]" Soon, they'll all be dead. If you want
to practice the fighting simulation, talk to HK-47, and he can make it happen.
Talk to Canderous.
1: I was wondering if you had any more war stories.
2: You had the choice not to destroy them.
3: But killing people is wrong!
4: Later?
Get him to make you some adrenal stimulants if you want. Head to the supply
area, and examine the large container. Choose to examine it more closely. We
are going to find the person Zaalbar mentioned when we left Taris. Go to the
main room, and you should "hear" footsteps behind you. Turn around and right
straight. Run into the rear of the ship, and you'll "hear" them behind you
again. Turn around, go left, and return to the supply room. Run out, and you
will hear them again. Return to the cargo hold, and you will find a little
girl, the stowaway. We're going to try to learn her language, which is, most
likely, the longest piece of dialogue in the game.
1: Hey! What are you doing here?!
2: I don't understand what you're saying.
3: I still don't understand you.
4: Does the name Lur Arka ring a bell? What about Rundil of Sulem?
5: Can you tell me your name?
6: [Point to yourself.] My name is _____. You are...?
7: Sasha... your name is Sasha, right?
8: [Try to learn Sasha's strange language.]
9: Bristag? What is that?
10: It's a thing? Something around here?
11: "Bristag"... it means "starship", doesn't it?
12: Esowon? Na esowon?
13: I see you? Or you see me?
14: You... you're hiding! "Na esowon" is hide!
15: I didn't get all of that, but sure.
16: Laesfa... everything is safe? Is that it?
17: You... sleep there? "Laesfa" means "sleep"?
18: The panel... all of this... it's your home. "Laesfa" means "home".
19: You're hiding in the starship. It's your home. I understand.
20: You've said that before. What is "gon-disen"?
21: Something about me, yes, but what?
22: It's... something you like. Yes, "gon-disen" means you like it.
23: You like me. I understand.
24: "Na abds"... you said that when I first found you.
25: "Abds" means "hit"? Is that it?
26: So... "abds" is "to hurt"? "Na abds" means "not hurt"? Is that it?
27: I understand. No, I won't hurt you.
28: Yum? What kind of word is that?
29: It's... a part of the ship? A room?
30: Yum... you mean food, don't you? "Yum" is "food".
31: Nuh ghis? Is that all one phrase?
32: The floor? "Nuh ghis" means floor?
33: You're not speaking... now? "Nug ghis" means "now"! "Na nuh ghis" is
not now... or "before"?
34: You... you want some food now. You're hungry.
35: Tabed you? What do you mean?
36: You... want me to tell you a story? About what?
37: So.. 'tabed' means 'tell me about'. I get it.
38: [Communicate with Sasha in her language.]
39: There is someone there who will take you home. Lur Arka kesta-won you
laesfa.
40: Yes, you can go home.
Whew! With that out of the way, go and speak to Juhani.
1: I was wondering if we could talk.
2: Tell me more about your past.
3: Invigorating?
4: Tragic?
5: The Jedi are not gods.
6: What happened?
7: Was it that bad?
8: As long as you do not let your anger influence you.
9: I was wondering if we could talk.
10: What are you thinking about?
11: It must have been difficult for you.
12: We are all in this together.
Mission, if you need them, can you make you security spikes. Zaalbar and T3-M4
can make you grenades and programming spikes, respectively. When you're done,
head to the cockpit and speak to Bastila.
1: You look like you have something to say.
2: You made that sound very painful for you to admit.
3: Thank you. I appreciate the gesture.
4: Don't forget edgy, critical and overly secretive.
5: I'm glad you did.
Now Carth.
1: We didn't end our last discussion very well...
2: Maybe if you pull yourself together you won't be so useless.
3: Don't worry about it, Carth.
4: Only if you agree to work with me, for once.
~ Dantooine ~
Return to Dantooine. We won't be there long, but we're going to get rid of
Sasha.
When you land on Dantooine, speak to Bastila and Carth before exiting the ship.
1: You're curious about something?
2: Go ahead.
3: I just do what I think is right.
4: I think destroying that kind of evil would be worth it.
5: What?
And Carth.
1: Tell me why you want revenge on Saul so badly.
2: It just seems to be more... persoanl than that, is all.
3: I do, if that's alright with you.
4: That's terrible, I'm sorry. I didn't know.
5: What was she like, your wife?
6: So what happened to your son? You didn't say.
Leave the Ebon Hawk. Don't bother taking anyone, you won't be here long.
When you're outside, approach the green alien to the left, Lur Arka Sulas. He
is the one who asked you if you had seen a girl. Well, you have. Talk to him.
Say "Go ahead.", followed by "There is a stowaway on my ship by the name of
Sasha.", then "You can come on board and see her, if you like.", and then "Yes,
I am. She only speaks a smattering of Mandalorian, but I was able to figure it
out." Finish with "Certainly. I'll bring you to my ship.". You'll be taken
back to the ship automatically. When Lur Arka is talking, you have to say
something, so choose "Lur Arka na bads. Nuh-gisen laesfa, Sasha." Once Lur
and Sasha leave, approach the galaxy map. We're off to Kashyyyk.
[12.5] Kashyyyk
Climate Temperate Forest
Native Species Wookiees
Docking Czerka Corp. Outpost
En route, you have another vision. This time, it looks like it's on the floor
of a forest. Once you land, Bastila will talk to you. Say "It looked like the
Star Map was on the forest floor.". After she finishes with you, talk to her
again.
1: I'd like to talk about what you said before. About giving in to your
emotions.
2: Why do you say that?
3: You're doing your best, I'm sure.
4: You're being too hard on yourself.
5: We're made for each other, Bastila. You have to see that.
You can choose to take Carth. If you
do, you will run into a friend of Carth,
who explains that his son, Dustil, is on Korriban, and plans to become one of
the Sith. After this, you can dump Carth for whoever you want in his place.
~ Czerka Landing Port ~
Leave the ship, and take along Mission and Zaalbar. You'll be approached by a
Czerka representative, requesting a 100 credit fee. Lie/persuade/force
persuade your way out of it. Don't follow him, as he's too slow, and you can
check the Rodian, Fodo Medoo, behind you. He'll play Pazaak. On the opposite
side of the ship you'll find a locked footlocker, that you can break into.
Head down the path the Czerka alien went down. Half way down, you'll see an
alien named Komad on the right. Remember him? You killed the krayt dragon
together. Ask him "Why did you leave your home on Tatooine?", then "Whose
permission are you looking for?", "What are you doing to gain their trust?",
and finish with "I have to leave. Goodbye." Keep going, and soon Zaalbar will
stop you.
1: Prepared me? What do you mean?
2: Why were you forced to leave?
3: Why didn't your father believe you?
4: Time has passed. Things will have changed.
5: We'll deal with that if we have to. Let's go.
Keep going, and approach the two men, Eli Gand and Matton Dasol. Talk to Eli.
Check out his wares, and buy what you want. Keep going down the path, and at
the bottom, turn right to enter the Czerka office. Search the crate to the
left, the footlocker to the right, then make your way in. Talk to the
scientist to the right of the door. When Zaalbar growls at him, say "He said
you have nothing to be proud of working for Czerka.", then "Why don't you do
anything to stop it?", and finally, "How convenient. All the benefits with no
guilt.". Walk into the main office, and speak with Junos. Ask him whatever
you want, then search the plasteel cylinder at the back. If you need weapons,
he sells a bunch. Leave the Czerka Office, and continue straight down the
path. Talk to the captain and tell him you're going through the gate, then do
so.
~ Great Walkway ~
On the next side, kill the kinrath. Walk forward a little, and Zaalbar will
talk to you again. Ask him "What can I expect to encounter?", then "We'll deal
with that when the time comes." Walk forward, and three men will be huddled
around a dead Wookiee. One will talk to you.
1: My name is _____. What happened here?
2: Zaalbar, let me handle this.
3: I have asked you to let me handle this. Honor my request.
4: Do your superiors approve of you killing Wookiees?
5: I won't allow you to enslave or kill another Wookiee.
6: [Force Persuade] Request a transfer. Move your patrol off-world.
The three men run off. Follow them, and kill the kinraths that appear. Keep
following the path. At the next tree, you'll come across a flying creature and
four more kinraths. When they're dead, speak to the Wookiee guarding one of
the paths. Ask him "Where is this Wookiee I need to see?". Turn around and go
to the right, where the kinrath came from. NEar the top of the ramp are even
more of them, so kill them all. When they're dead, use the terminal at the top
to unlock the crates, search them, then continue along. You'll be attacked by
three Dark Jedi's, and they are tougher than the ones from Tatooine. When they
are dead, search their corpses. At least after this fight you should be able
to level up, or at least be close. Keep going, and approach the Wookiee guard.
Ask him "What does he mean, Zaalbar? What taint?". You will then be taken to
Chuundar, the leader of the village... and Zaalbar's brother! (Da na na na!)
You'll also have to select a third party member, because Zaalbar will be unable
to follow you. I took Bastila.
~ Village of Rwookrrorro ~
When the area loads, you'll be in
front of Chuundar.
1: If you've made deals with slavers, the truth will get out eventually.
2: What do you want? Why drag us here?
3: I would not abandon Zaalbar to you.
4: He's standing against you. The first of many, maybe?
5: I won't do this. Do your own dirty work.
6: I need Zaalbar with me as a guide.
7: Who are you talking about, Zaalbar?
8: Don't listen, Zaalbar. It's not worth it.
Head to the right. Make your way up the path, and enter the door on the right
to enter Woorwill's house. Talk to Woorwill
1: I'm _____. I'm here with Chuundar's permission.
2: I go where I want. You'll do as I
say.
3: Quiet you, I'm talking to this
one.
4: Who was Rorworr?
5: When did Rorworr go
missing?
6: Go over who Rorworr was
again.
7: Goodbye.
Leave Woorwill's, and run up the path, back to the Great Walkway.
~ Great Walkway ~
Once on the walkway, return to the Wookiee who was guarding the path and speak
to him. Go past the Wookiee and take the right path. Follow it to the bottom,
where two kinrath await. Kill them, then keep going. Soon, you'll come to a
group of Wookiees being attacked by kinrath. Help them out, then say "I don't
mean you any harm.", then "I am _____, and I act for Chuundar.", then leave him
alone. Continue on your merry way. You'll soon come to the elevator. Talk to
the Wookiee and say "Just unlock the thing and lower me down.". You'll be
treated to a custscene of the elevator descending.
~ Upper Shadowlands ~
At the bottom, talk to Bastila before heading out.
1: When we last talked you said you needed time to think. So?
2: Yes, I think so.
3: What are you trying to say, exactly?
4: Are you interested in me or my ability to use the Force?
5: If you have something to say, just say it!
Walk into the forest. As you round the bend, you'll have to kill some katarn.
Keep following the path the only way you can, and soon you'll come to a Jedi,
in the middle of a fight. He slashes the four critters, then speaks with you.
Ask him "Who are you? What are you doing here?", then "You use a lightsaber in
battle. Are you a Jedi?" He runs off, and asks you to follow him. Do that,
and you'll wind up at his house. When you get there, talk to him again.
1: Yes, I feel there is much you can tell me.
2: Have you any knowledge of Star Maps?
3: If you have information, please tell it to
me.
4: I don't understand. Can you be more specific?
5: I'm honored to help someone of your experience.
6: Why do you care if they are
here?
7: Well, I'll try to learn from this humble
task.
8: I will look into it.
From Jolee's house, turn right and take the path behind him. When it splits to
the left, keep going straight. Kill the Katarn's here, then search the corpse
of the dead Wookiee. This is Rorworr, and you get two quest items. Continue
along. When you emerge into a wider space, you'll see a group of Czerka men,
just standing around. Approach them and they'll talk to you automatically.
1: Are you the poachers Jolee told me about?
2: What if I want you to leave the Shadowlands?
3: You're just a Czerka slaver. Nothing special.
4: I might be interested in some work.
5: Don't you care that you could wipe out the entire
species? 6: I
want the job. How do I hunt these tach?
7: I'm leaving.
We only took this job so we could get the tach for Mission's brother, and it
doesn't give dark points, so don't worry. Turn around, kill one tach, and get
the tach gland from its remains, then return to the poachers and talk to one of
the guards. Say "I just want to ask you some questions", then "What do these
emitters do?", then "So only the emitters are keeping you here?", then "[Force
Persuade] Tell me how to shut down the emitters.", and finally, "I'm leaving".
After speaking, use the emitter, and choose "Enter Czerka guard code.
Terminate sonic emission." Repeat this process by talking to the guards and
getting the codes for one more emitter. When they go down, the guards will be
chased out by a big creature. Head the way the creature came from, and you'll
eventually run into a force field. "Use" it to learn about it, then return to
Jolee and speak with him.
1: I have made certain the poachers are gone.
2: There was nothing to gain by killing them.
3: You mentioned barriers. There's a repulsor field I want to pass.
You must take Jolee in your party, so put him in Bastila's position, keeping
Mission. From Jolee's house, turn left a little and walk down the skinny path.
Kill the katarn's for some quick experience, then turn around, and go straight
across. When the path splits, take a left. Kill the katarns, then go to the
middle. In this seemingly dead send, search the corpse for a life support pack
and some credits, then turn around and go back. When you get back to the open
area, go straight to the next path instead of heading toward Jolee's house.
You'll see a broken droid; search it, and play the recorded data. Then, choose
"[Salvage what parts you can from this droid.]". There is nothing down this
path, so return to the force field, and use Jolee to go through it.
On the other side, run forward, and you'll see a Wookiee fighting, and winning,
against a Mandalorian. After he knocks him down, you'll be able to take on the
two remaining Mandalorians. Kill them, then talk to the Wookiee. Ask him
"What happened here?", then "I have the means to heal you. Here.", "What can
you tell me about your attackers?", and finish with "I will look into it.".
Apparently there are camoflauged Mandalorian raiders, who won't attack unless
you are unarmed, meaning unequip all your weapons, for you and your party. At
the next path, you'll find some kinrath, so re-equip, kill them, then unequip
again. Take a left, toward the dead end, and speak with Freyyr. Attack him,
and he will eventually stop. Say:
1: I'm not here to kill you. Just listen!
2: Do you know Zaalbar and Chuundar?
3: My name is _____. I cam with Kashyyyk with Zaalbar.
4: No, he follows me because of a life-debt.
5: Go over exactly what happened with Zaalbar.
6: So Zaalbar was exiled. When did you learn the truth?
7: Well, what happens now?
8: How? Everyone is on his side.
9: Where might I find it?
10: Describe the creature. Where can I find it?
11: I will try to find it. Can you give me any direction?
We're off to the south end of the forest. Follow the path to the left behind
Freyyr, kill the kinraths, then unequip your weapons, turn around, and go to
path to the left. Kill the kinrath, then unequip. Move down the next path,
kill more kinrath, then search one to retrieve their body, which you will use
as the sacrifice. Once you read the south end, place the corpse on the vine.
The creature shows up, the same thing that chased away the poaches. Kill it,
and you'll automatically claim the sword. Unequip all your weapons, and search
the corpse for a journal. Continue your way through the unexplored parts of
the forest, and whenever the Mandalorians ambush you, equip your weapons and
kill them, then unequip and continue running. After killing two or three
groups of Mandalorians, you'll get the swoop bike signal device from one of the
corpses, so return to where you saw the swoop bikes, and use the device on the
middle on. This summons a couple of Mandalorians to appear. Kill them. Get
the commander in red first, because I'm under the impression that the bastard
cheats. Full armor, over 30 of total damage, and he does fifty or so points of
damage every friggin' hit. Once they're dead, go to the very bottom and access
the old, old, old computer.
1: Why have you acknowledged
me?
2: What do you mean by behavioral
reconfiguration?
3: And I don't fit that pattern?
4: That seems very helpful. Why have I been allowed access?
5: Do you not know why, or are you restricted from saying?
6: I seek information about a Star Map.
7: What do I need to do to get access to the Star Map?
8: How can I match them when I don't know what they are?
9: What if I fail?
10: What will rejection mean?
11: You may begin evaluation.
There is no way to answer the questions correctly without gaining dark side
points, so we'll have to answer them incorrectly, which will cause enemies to
attack, but doing so will net you light side points.
When the machine asks the question about you and Zaalbar, you should answer
with: "I trust Zaalbar. I would say nothing, and neither would he."
When the machine asks the question about the enemy forces preparing an attack
in five days, you answer with: "I evacuate my people from the city."
These answers are deemed incorrect, but don't worry. You "fail" the test, and
two droids are sent in. You also gained light side points, instead of dark
points had you answered "correctly". Kill the two droids, than speak to it
again, and it'll give you the map. With the coordinates in hand, return to
Freyyr to give him the sword, then return to the Wookiee you healed and tell
him "The Mandalorian hunters are dead. I killed them all", then "I hope it
does. Goodbye.". Now, return back to the Upper Shadowlands, and go back to
the elevator. The elevator Wookiee is mad that you didn't kill Freyyr, and
attacks you. Two additional Wookiee's spawn. Kill the three of them, then
ride the elevator up yourself.
~ Great Walkway ~
At the top, run down the path, and the Wookiee guard who let you pass will talk
to you. Say "Lead on, we should hurry."
serch
When you get there, say "You tell them, Zaalbar!", "Side with Freyyr. He is
the honorable one!", Without doubt! Chuundar is a slaver!" and then a fight
will break out. Kill the guards an Chuundar, but focus on Chuundar first.
After the fight:
1: What will you do about the slavers?
2: What will you do now, Zaalbar?
3: I think it's time I was leaving.
4: That would be fitting, I think.
Once the battle is over, leave the chieftain hall, and return to Woorwill's
home. Talk to Woorwill again.
1: I'm _____. I helped Freyyr return to power. I'm a
friend. 2: Do
you know whose bolt casing this is?
3: This bolt casing was found on Rorworr's body.
4: Rorworr was dealing with slavers. Do you know anything about this?
5: What do you have to say about it?
6: Do you recognize this bowcaster bolt casing?
7: I know that you had reason to kill Rorworr.
8: Don't you want a chance to defend yourself?
Leave Woorwill's, and head to the Holder of the Law's house. Speak to the
Wookiee inside. If Mission and Zaalbar start up, say "Zaalbar looks fine to
me."
1: Do you know who owns this bolt casing?
2: I found Jaarak's bolt casing on Rorworr's corpse.
3: Is there no alternative to death as punishment?
4: Jaarak, won't you say anything in your defense?
5: Jaraak, I won't let you do this. Rorworr was dealing with slavers.
6: No, I won't let this happen.
7: Rorworr dealt with slavers. The datapad I found on his corpse proves it.
8: My reward? What reward?
9: Can I ask you if anything is happening now?
10: Goodbye to you.
~ Czerka Landing Port ~
We're almost down with Kashyyyk (finally, I hated this planet the most in the
game). Return all the way to the beginning of the area. As you near the
Czerka office, you'll encounter some Wookiees and Czerka officials fighting.
Kill the Czerka. Up the ramp, where Eli's merchant shop was, another battle
will be taking place. Again, help the Wookiees, then make your way back to the
Ebon Hawk. Board it, and lets get the hell off this planet. Before actually
going anywhere, though, let's check up on everybody. Canderous and HK-47 are
the closest, so we'll do the first. Attempt to repair HK-47, and if you're
successful, he'll relay more background info. You'll also wind up giving him
a permanent +2 to his defense, in addition to the +2 from earlier.
With those two out of the way, talk to Zaalbar.
1: Have anything more to say about yourself, Zaalbar?
2: Why did you request to take Bacca's Sword?
3: I'm sorry we can't stay on Kashyyyk longer.
4: I wish you well. Let's get going.
Now, on to Juhani.
1: Is something wrong?
2: What is it?
3: What?
4: You mean...
5: I am sorry, Juhani, I did not know.
6: I...
7: I am sorry, Juhani. There ws no way to prevent it.
8: It will be alright, Juhani.
9: Is something wrong?
10: I am sorry, Juhani.
11: And those rakghouls...
12: Was it that bad?
13: Like who?
14: Your parents?
15: I was wondering if we could talk.
16: Tell me more about your past.
17: Please do.
18: Near the world your species comes from?
19: How did it happen?
20: Why did the Republic not help you?
21: An atrocity!
22: How did your family cope?
23: He died?
And we're off to Bastila.
1: Do you have something you want to say to me?
2: So what does this mean for us?
3: That's okay - I never felt anything for you anyway.
Now, use the galaxy map, and travel to Tatooine. As you are heading there, you
see another scene between Malak and Saul. Looks like Malak wasn't too happy
with Calo Nord being killed, and he's brought in his own apprentice to deal
with us. Are we really that dangerous to him? We have one thing to do here,
and that is to give Griff the glands. Take Mission (just Mission, or you can
choose a third). Return to Anchorhead and go the Czerka office. Inside, talk
with Griff.
1: Here's the tach gland. Take it.
2: You already promised me a few thousand
credits.
3: Okay, here's 200 credits.
Looks like we're still not finished with Griff. Ah well. We'll check back
later. For now, return to your ship, and take off toward Korriban. You see
another vision, and this one isn't as easy to decipher as the rest.
[12.6] Korriban
Climate Mountain Range
Native Species None known, now settled
Docking Dreshdae Settlement
Before leaving the Ebon Hawk, let's finish some dialogue. Bastila and Carth
are both done, so make your way to the exit ramp, and talk to Jolee Bindo.
1: Why did you decide to come with me?
2: So you wanted a ride on my ship?
3: No, seriously, tell me.
4: Did you annoy this person endlessly, too?
5: I never heard of him.
6: Is there supposed to be some meaning in this?
7: How young are we talking?
8: Andor killed Kraat, I take it?
9: You're kidding...
10: But how can you even be sure Andor was responsible?!
Leave the ship. Take Carth and Jolee.
~ Dreshdae ~
As you make your way toward the door, an old man comes back, and recognizes
Jolee. Say "Care to introduce your friend, Jolee?", and "We could check into
it when we're on Manaan next.". Walk around until you find the mechanic, who
seems to recognize the Ebon Hawk, and talk to him about Korriban and the Star
Map to get a journal entry. Walk the way you came and the Twi'lek behind the
desk will talk to you and request a docking fee of 25 credits. Either pay it
or persuade him otherwise, then go through the door.
Three Sith hopefuls are being berated by a Sith. After he insults them, he
notices you, and asks you a question. After he goes through the possible ways
of hurting the hopefuls, tell him "You can't just kill them!", then "Let them
go. That's my decision.", and finish with "[Persuade] They aren't worth your
time". You've saved the hopefuls and gained some light side points. Continue
around the corner, down the ramp, and you'll be in the lobby area. Carth and
Jolee may start talking, and if they do, choose whatever you want.
In the lobby, walk behind the alien at the counter and you'll be harassed by a
trio of Sith, led by Lashowe. Choose "I don't think there's any need for
hostilities.", then "I'm not looking for trouble, but I'm not here to amuse
you.". They leave, and Lashowe seems insulted. The Rodian back at the desk,
B'ree, will sell you weapons and items if you need any. Otherwise, continue
out the hallway to the right.
Enter the first hallway to your right. Talk to the male Sith Hopeful on the
left to learn about Yuthura Ban, and how to get into the academy. Speak with
the Czerka Representative if you need to buy some equipment. There is nothing
at the back end of the room, so leave, and continue right down the hall.
Near the end, there is a Rodian named Lurze Kesh to the left. Apparently, he's
been waiting for a shipment from the Ebon Hawk for a month now, and he gives
you a code to a secret compartment on the ship. You can choose to get the
spice if you want, but we're good, so we're staying out of it. Tell the Rodian
just that. If you want to, though, return all the way back to the ship, then
go to the cargo hold, where the stowaway Sasha was hiding. Behind all the
metal boxes and plasteel cylinders is a round black compartment, that shows
"compartment" when you target it. The compartment is locked, but use it and
enter the access code (it's done automatically). Inside it is what the Rodian
was looking for, spice. As a bonus, you can store stuff in here if you want or
need to. With the spice in hand, leave the ship (you still need Carth, but
Jolee is optional now). Whether you got the spice or not, go through the open
doorway to the left of the Rodian, and you'll be inside the Cantina.
Inside the cantina, you'll see a Rodian to your right named Toll Apkar. He'll
play Pazaak, but he has no cards to sell. There is a pilot on the left who can
talk to you about the Ebon Hawk. They can also tell you about the Sith and
what they've been excavating. The Rodian bartender can also give you some info
if you want it. Outside the cantina, speak to the female alien, and you'll
learn that she is also a hopeful. Leave through the door to your left, to the
Sith Academy Entrance.
~ Sith Academy Entrance ~
Outside, go down the ramp and take a left. There are two droids here, but
ignore them, because they are useless. Search the metal box, then head to the
other end, up to the actual entrance. There are three students, as well as a
guard and a Sith watching the students, Mekel. Talk to the alien (the first
one you see), to learn of Mekel, and then talk to Mekel.
1: Are you Mekel?
2: You have to do something about those men! They're dying!
3: So this isn't a real test for them?
Mekel runs off to dinner, so turn around. Talk to the black student, the man
in the green/brown-ish suit. Tell him "[Persuade] Mekel is tricking you.
He'll never let you into the academy.". You gain some light side points, but
the poor man collapses. Now talk to the guy in the middle, but he won't let
you talk; he thinks you're lying. Now, on to the final one, the alien. Tell
him "[Persuade] Mekel is tricking you. He'll never let you into the academy."
The man thanks you, you earn light points, and he runs off. Now, turn around
and run back to Dreshdae.
~ Dreshdae ~
Inside, go right into the cantina, and at the far right, in the back, you'll
see a female Twi'lek in black. This is Yuthura Ban, so talk to her.
1: Why did you call me Jedi?
2: Are you Yuthura Ban?
3: Why would I want to join the Sith?
4: A lot of the hopefuls here end up dead. That doesn't seem glorious.
5: And what about the Jedi?
6: You don't consider yourself evil?
7: But you serve the dark side of the Force, don't you?
8: But the dark side is evil, it corrupts...
9: And where does Darth Malak fit into all this?
10: You kill each other?
11: I see. About joining you...
12: Yes. I want to join the Sith.
13: No, I don't know what you're talking about.
14: [Persuade/Lie] Yes, it does. I wish to become a Sith.
15: They are slaves. Don't worry about them.
16: Yes, I am.
After chatting with Yuthura, you'll be taken to the Academy automatically.
@@@@@@@@@@@@@@@@
@ Sith Academy @
@@@@@@@@@@@@@@@@
When you arrive, you and several other students will be brought before Master
Uthar.
1: I've killed too many Sith to have preconceptions about
them. 2: And what
of my companions?
3: But... powe without consideration of morality is a weakness.
After the introduction, you'll be at your bunk. The footlocker next to your
bed has a Dark Jedi Knight Robe in it. Walk down the rock path, and soon
Yuthura will talk to you.
1: Your favorite prospect?
2: Do I have a choice?
3: What's so important about this tomb?
4: You want me to kill Master Uthar?
5: What's to stop me from telling him about this?
6: And what's your part in this?
7: How do I know this isn't some test?
8: Forget it. I don't want to be a part of this.
9: How do I get more prestige?
10: Can you tell me about the Code of the Sith?
You've now learned the Code of the Sith, which is similar to the Jedi Code. If
you want to delve deeper into each aspect of the code, just ask. Otherwise,
keep walking forward. When you get to the fork, keep going straight, and you
will soon see a man on the left named Kel Algwinn. Talk to him:
1: Is something wrong?
2: Are you sure?
3: But I'm not a Sith, yet.
4: And you're not?
5: Well, how did you mean it, then?
6: [Persuade] Sure you can.
7: If it doesn't feel right, then perhaps you don't belong here.
8: Have you thought about the Jedi?
With that, you've gained some
light side points, and potentially made a future
Jedi. At the end, near the next bed, is a footlocker with some weapons. Get
them if you want, then turn around and make your way back to the fork. The
left path leads to Master Uthar's room, but you can't get in. Go right, and at
the next fork, take a left. The first bed belongs to Lashowe, so talk to her.
1: Who are you?
2: You're trying to become a Sith as well?
3: And what way is that?
4: Why haven't you brought it to Uthar yet?
5: It's guarded, isn't it?
6: [Persuade/Lie] Maybe I could help you get it?
7: [Persuade] I've always wanted to work with a beautiful woman.
8: And I'm just supposed to trust you?
9: Why do you think this holocron is so important?
10: See you there.
Beyond Lashowe lies Shaardan, who isn't nice. At all. He also has nothing of
interest to say, so ignore him. Turn around, and walk straight past the fork.
The first bunk on the left has a man named Mekel. Remember him? You can talk
to him for more information, but he doesn't give you any quests or anything.
Nor does he give you any light or dark points. Go past him, into the final bed
on the left. Here you will see Dustil Onasi, Carth's son. See, this is why we
brought the whiny bastard. Talk to him. Since we're nice, we have to convince
Dustil to return to the side of light.
1: Through the front doors.
2: Calm down, Dustil. Carth is only trying to protect you.
3: Come with us, then, and we'll show you.
Well, looks like we need to find something to prove the Sith is evil. Talk to
Carth to get his reaction to this. Return to the fork and go right, up the
ramp to the main hall. You'll see Master Uthar kneeling in the center of the
floor. Go talk to him so we can earn some prestige.
1: How do I gain prestige?
2: Where is this valley?
3: I have something to tell you about Yuthura.
4: She wants me to help her kill you at the final trial.
5: I know the Code of the Sith.
By reporting Yuthura's plan, you gain some prestige. When he asks you for your
answers to the Code, here they are:
Peace is a lie, there is only...
Answer: "PASSION".
Through passion I gain...
Answer: "STRENGTH".
Through strength I gain...
Answer: "POWER".
Through power I gain...
Answer: "VICTORY".
Through victory...
Answer: "MY CHAINS ARE BROKEN".
He will then ask you a question, but that question is random.
Question: "True or false: there is nothing worse than love."
Answer: FALSE
Question: "True or false: victory by any means is desirable."
Answer: FALSE
Question: "True or false: it is our passion that fuels the Force."
Answer: TRUE
After you've given him the right answers, return to Yuthura.
1: I have some news about Uthar...
2: He plans to have me fight you in the final test.
3: [Persuade/Lie] No, of course not.
4: [Lie] No, that's it.
Now, go to Uthar's room. Remember, it was the door that was locked. Well, not
anymore. Inside, open the footlocker that was directly ahead of you. Carth
chimes in, and apparently, this is your proof. Run to the other bed and search
this footlocker for a robe and a Sith Mask. Now place the device on the bed.
This will come in handy when you get to the end of the planet.
Leave the room, and return to Dustil. He's happy that you showed him proof,
but still isn't completely sure about Carth. Maybe they'll make up, who knows?
Talk to Carth. He still doesn't seem to happy, but at least he thanks you for
what you've done. Return to the large room with Uthar, and go straight across
to the other side. At the end of the hall, take a right and enter the Dueling
Room.
Inside, you'll be treated to a match between a Sith and a slave. Speak to the
duelist after he is done. Apparently, they use captives to hone their skills!
We can't allow that, can we? Use the computer console, and slice into the
system. Choose to look at the datafiles to start a subquest, then you must
have at least fifty (depending on your skill), then choose "Attempt to open all
cages and free the prisoners.". If you're unsuccesful, you can release up to
three prisoners and tell them you've freed them, but they will fight you
anyway. Well, it's free XP, and you don't gain any dark points. Leave the
dueling room and run straight across to the interrogation room.
The interrogator talks to you, and gives you the chance to interrogate a quiet
Mandalorian who refuses to talk. Activate the console, and the Mandalorian
will talk to you. If your computer skill is high enough, you will be able to
free him, learn the location of the cache, and earn light side points, so do
this when using the console:
1: [Whisper] Do you know any way I could free you?
2: [Persuade] Trust me... I'll help you if I can!
3: [Activate the serum console.]
4: [Computer Skill] [Apply a serum to induce catatonic state.]
Return to Uthar, and tell him about the cache to earn more prestige. Facing
Uthar, turn right, and speak to the Sith Student, who tells you about the sword
of Ajunta Pall, which can earn you prestige. From the student, go down the
hallway behind and to his left. At the end, you'll be in a room with several
Sith. At the back right, there will be a group of three. Talk to the man
Adrenas. Ask him "Who are you?", then "Master Uthar gave me this datapad for
you.". Talk to Tariga if you want, then exit to the Valley.
~ Valley of the Dark Lords ~
When the area loads, you'll be attacked by Darth Bandon, Malak's apprentice.
Choose the option where you will make him pay for killing Trask on the Endar
Spire, then get ready to fight. Ignore the Dark Jedi for now, and keep your
attention focused on Darth Bandon. When he falls, be sure to check his body
for 3000 credits and his armor. Make your way down the path, and you will come
across a large hole in the rockface, just past some shyracks. Enter this hole
and you'll be in the shyrack cave.
~ Shyrack Caves ~
Walk forward, and when the path splits, go down the right side. Kill all the
shyracks, then continue. When the path splits again, go right again. You'll
run into two Sith students, obviously the renegade ones the computer mentioned.
1: Go back? What are you talking about?
2: You're... the renegade students? The ones who ran away?
3: Maybe I can help you.
4: [Persuade] Give me a chance and I'll prove it to you.
5: I can try.
Continue past the rebels, follow the path, and you'll wind up on a ledge that
overlooks a large chasm. Take a left, and head toward the bridge. Go across
it. At the other end, you'll have to fight a Terentatek, which is the large
creature the girl told you about. It looks vaguely similar to the Ritual Beast
back on Kashyyyk, doesn't it? With it dead, head down to the left end, where
two shyracks are. Kill them, then search the corpses. These are the bodies
that Gunn Han's journal back on Kashyyyk spoke of. You'll get a fairly good
robe here that's only useable by those of the light. In other words, you.
Return to the renegades, and tell them "It's clear. You're free to go." Leave
the caverns.
~ Valley of the Dark Lords ~
Once back in the valley, take a left, and continue the trek until you're out in
a wide open space. Run down the ramp, past the guards, and head to the first
temple on your left. Talk to the student out front. Talk to her about what
the dangers of the tomb. You'll need a sound dampening device to get inside,
or the droid will attack you on sight. If you don't have one, you'll get one
soon. Enter the tomb.
~ Tomb of Marko Ragnos
~
Inside, you'll be attacked by
a droid immediately. Kill it, and walk up the
long ramp. You'll have to battle droid after droid after droid before you get
to the top. Once all of them are destroyed, run all the way back down the ramp
and search the Sith corpse to get a Sound Dampening Stealth Unit. Equip it on
your main character, then go back and enter the door at the top. The droid
will talk to you.
1: You are... the 'master' the droids kept referring to?
2: Why aren't you attacking me like the others?
3: You are programmed to kill but don't want to?
4: How is it that the Sith haven't found you here?
5: How do I know this isn't some kind of trick?
6: You... appreciate the value of human life?
7: What kind of assistance do you want?
8: What's the catch?
9: Very well. I'll do it.
10: What happens if I make a mistake?
11: How hard is it to re-initalize the sequence?
12: What systems do you have?
13: I need some assistance.
14: Yes.
15: Alright. Let's begin.
To shut him down successfully, shut down his systems in this order:
1. Combat Matrix
2. Motor Function Matrix
3. Sensory Systems Matrix
4. Memory Matrix
5. Cognitive Systems
6. Emotional Construct Matrix
7. Creative Simulation Matrix
8. Core
[Delete assassination programming.]
You've saved the droids, earned some light side points, and gained some items
you can use on HK-47 and/or T3-M4. Before leaving search the tomb to find
Marko Ragnos' Gauntlets. You can't use them, as they're restricted to the dark
side, but you can put them on Canderous, as he's dark, or sell them. Leave the
tomb.
~ Valley of the Dark Lords ~
Run across directly opposite you to the next tomb, and talk to Galon Lor.
1: Who are you?
2: Why not? Aren't there records?
3: What are you doing here?
4: You think his sword might be here?
5: Hasn't any effort been made to recover it?
6: What makes the tombs so dangerous?
7: Why don't you go in, then?
8: Are you a coward, then?
9: I've got to be going.
He may not want to go in, but we do, so enter the tomb.
~ Tomb of Ajunta Pall ~
Inside the tomb, enter the door, then use your security on the next door (or
bash it, if security isn't high enough). In this room, run down the ramp, and
kill the tuk'ata's at the bottom. Search the severed arm to learn about this
tomb. Run up to the obelisk, and search it. Press X to switch to "give" mode,
and put a plasma grenade inside. Close the inventory screen, and you'll see
the obelisk being blown up. Unfortunately, those droids aren't defunct, so if
you are using melee weapons, switch to blasters (if you have any) or grenades
(again, if you have them). If you have neither, just run down the hall. They
aren't exactly difficult, just annoying. Whether you killed them or not, run
down the remainder of the bridge. Pull the lever, then use your security on
the door. Open the next door, then run down the ramp. Go through the door at
the bottom.
In the door, open the tomb. Collect the items, and a ghost of a Dark Jedi will
appear. A spirit, really, but who cares? He will talk to you. Talk to him
about everything, because you can learn a whole host of information on the Sith
and what they originally did and etcetera. When he's finished talking, you
have you to place the correct sword in his statue. Success means you get his
sword and can leave. Failure means you die. We don't want to fail. Run over
to the statue, behind the tomb, and place the NOTCHED STEEL SWORD in it.
Return to the spirit. Tell him "There's no need to remain here, is there?",
then "You can return to the light side and end your torment.", and finally,
"[Persuade] I don't believe the light side would turn you away. You have
suffered long enough.". If it worked, you get light side points. If it
doesn't, you don't earn points of either side. Either way, leave the tomb,
with your new sword, Ajunta Pall's Blade. As you get near the exit, you run
into Shaardan. Choose to fight him, because he's annoying. Don't worry; you
won't get dark side points. Now leave.
~ Valley of the Dark Lords ~
Back outside, talk to Galon if you like. Walk to the pillars in the middle of
the area, then make your way to the far end between the last two tombs. You'll
see Lashowe knelt down by some rocks. Approach her to start the cutscene. You
will immediately be faced with two Tuk'ata and the queen. Focus on the queen.
After it's dead, Lashowe wants to take it back to Uthar. Insist that you take
it back together, and you'll fight, again with no dark side points. Kill her,
then take the holocron off her body. Head to the tomb to the right of where
Lashowe was, and enter it.
~ Tomb of Tulak Hord ~
Inside, you will see a patrol droid to your right. Repair it and send it into
patrol mode, and it'll walk up the incline. Follow it. At the top, kill the
tuk'ata's, then take a left. Kill the tuk'ata's, then run down the ramp. At
the bottom, use the ancient terminal to unlock the door, then go through. Open
the next door, and you'll be knocked out by some toxic gas, a trap set by a
crazed man. He hasn't only captured you, but he also has Melek.
1: Who are you?
2: No, never heard of you.
3: Look... I'm sure we can talk about this...
4: And if I pass your test?
5: What if I refuse to take your test?
6: You're a madman!
7: Go ahead. Do your worst.
8: What if Mekel dies?
To get out of this and get maximum prestige, answer the questions like so:
Question 1: I do nothing. He's a fine leader, you said. He's good for the
Sith.
Question 2: I accept the reward and assist them.
Question 3: I share it.
Question 4: Give him another chance.
Question 5: I pass on my knowledge.
Mekel frees you, and you both fight the old man. You'll be damaged, so use a
medpac immediately. After the fight, Mekel talks to you. Tell him "Nobody
deserves to die like that. Nobody.", then "[Persuade] This could be your
chance to change your ways, Mekel.". You've saved Mekel and earned some light
side points. Search Jorak's corpse, then use security on the tomb to get a
mask.
Return to the beginning of the tomb, but instead of leaving it, head across to
the opposite side. There's nothing in the room at the top of the ramp except
a corpse with some items. Get them, then leave the tomb, back into the Valley.
~ Valley of the Dark Lords ~
We're done here for now. The final tomb is Naga Sadow's, but we can't go in
here without Uthar with us, so return all the way back to the academy.
~ Sith Academy ~
Once inside, return to Uthar and tell him of any of the prestige-earning quests
you've just completed. The droid, the hermit, the sword, the holocron... they
all work. If you tell him about the renegade students, be sure to choose the
option "[Lie] Yes, they are all dead.". After telling him of two or three of
your adventures, he'll declare you ready, and you'll be sent to your "room" to
prepare for the final test. Whatever quests you didn't tell him about will be
removed from your journal.
When you "wake up", head back into the main room, and talk to Uthar, who is
still kneeling (is that all he ever does?). Ask him questions about the tomb
and the test if you want (as if he reveals much), then choose "I am ready to
go."
~ Tomb of Naga Sadow ~
The game will load, and you'll be in the tomb of Naga Sadow, by yourself; your
companions are left behind. After the conversation, turn around and go through
the door. At the bottom of the ramp, kill the wraid's. Don't go down into the
next room, because it's inaccesible for the time being. Instead, turn left
from the wraids, down the ramp, through the doorway and through the next door.
You'll be in a room with a pillar of electricity. Approach the computer to
activate it and start a puzzle. Follow the, uh, following to move the correct
parts. The first option is what pillar you start with, the second option,
with a "->" in front of it, is where you move that system to from the first
option.
Move a system from the left pillar.
-> The middle pillar.
Move a system from the left pillar.
-> The right pillar.
Move a system from the middle pillar.
-> The right pillar.
Move a system from the left pillar.
-> The middle pillar.
Move a system from the right pillar.
-> The left pillar.
Move a system from the right pillar.
-> The middle pillar.
Move a system from the left pillar.
-> The middle pillar.
Move a system from the left pillar.
-> The right pillar.
Move a system from the middle pillar.
-> The right pillar.
Move a system from the middle pillar.
-> The left pillar.
Move a system from the right pillar.
-> The left pillar.
Move a system from the middle pillar.
-> The right pillar.
Move a system from the left pillar.
-> The middle pillar.
Move a system from the left pillar.
-> The right pillar.
Move a system from the middle pillar.
-> The right pillar.
Dne correctly, all the systems should be on the right pillar, and the room is
unlocked. Your first test is done. Enter the door to the right of the console
and kill the wraids. Approach the center object, the 'Monument to Naga Sadow.'
You'll get Naga Sadow's Poison Blade. Leave, run up the ramp, and go straight
across to the next door. Search the skeletal corpse, first, then enter the
room.
In this room, there are two terentatek's. Since you're buy yourself, they are
that much harder, but they are also a good source of experience. If you don't
want to fight them, then you have to go into stealth mode, and that requires a
stealth device of some sort. If you don't have one on you, it's too late to go
and get one. However you choose to pass them, search the skeletal corpse, then
throw the level at the back right to unlock the new door.
In the new room, there are two pillars; the Pillar of Fire and the Pillar of
Ice. Search both, and you'll receive the Special Cold Grenade and Special Fire
Grenade, one of which you'll use to cross the acid pool, so return to that
room.
Approach the pool. Throwing the fire grenade results in toxic fumes being shot
through the room, killing you instantly. So, don't do that. Throw in the cold
grenade, and it freezes the acid pool, allowing you to walk over it safely. Do
so, walk up the ramp, and enter the door to the final room.
In here, the Star Map will activate automatically. Before leaving the room,
search the Sith Statue to retrieve the Sith Lightsaber. Leave the room, and go
back to the acid pool where Master Uthar and Yuthura are waiting.
Approach them, and they will talk to you automatically.
1: The Sith are not the only ones who fight and take risks.
2: Are you saying a Jedi couldn't have gotten the lightsaber?
3: I wouldn't say I exerted myself getting this.
4: I don't believe you. I don't feel superior to anyone.
5: And if I'm not?
6: I think I understand.
7: You're both mistaken. I choose me.
You now get to fight them both. Don't worry; since you allowed both Yuthura
and Uthar to be poisoned, they are both easy, and you don't collect dark side
points. When the two of them fall, search both their corpses for 4500 credits
in total, as well as some items. Leave the tomb.
~ Valley of the Dark Lords ~
Back in the valley, make your way back to the academy entrance. Just before
getting to the door, you'll run into a group of Sith Apprentice's, who wonder
why Uthar hasn't returned with you. Kill the three of them, then go inside for
one hell of a fight.
~ Sith Academy ~
Word spreads fast, doesn't it? The entire academy knows what you did, and you
will have to fight your way out. Luckily, your party members come running to
you eventually, giving some help. If they don't die, that is. Not only do you
have to deal with all the guards, teachers, and students, but new Sith have
showed up, in the form of Heavy Troopers, Lieutenants, Captains, and Elite
Troopers. Once your path to the exit is clear, you can leave, but if you want
some more experience, just make your way through the entire academy, clearing
all the rooms and killing all the survivors. Whatever you choose to do, leave
the academy to continue your journey.
~ Sith Academy Entrance ~
Nothing here, just those two droids who seem to run back and forth for no real
rhyme or reason. Kill the single guard who attacks you as you leave. Head
straight across to the Drashdae.
~ Dreshdae ~
You're back inside the complex. Luckily, no one knows what happened.
In the hall just past the cantina, you'll see a group of four Sith thugs. Talk
to the leader, and say "I don't want to pick a fight here.", followed with
"[Persuade] I'm trying to be reasonable... but if you keep pushing me you'll
regret it.". They'll run off, netting you light side points.
On your way back out of the Academy and en route to your ship, you'll come to a
Sith Apprentice harassing some people. Talk to him, and you'll see he is mad
with power. He will kill the Rodian, then see you. Tell him "Sorry, but I'm
not going to let you kill that woman.", then kill him. Search his corpse to
find a Sith Medallion.
Leave, go back to your ship, and get ready to leave Korriban for good. Let's
go back to Tatooine to check in on Griff.
[12.7] Levithan
~ Levithan ~
En route to Tatooine, you are attacked by a ship, and are caught in a tractor
beam. Turns out that ship is the Levithan, commanded by Saul Karath. Looks
like Carth is finally going to get to meet the man he wants to kill. You are
hopelessly caught, and you are pulled into the ship.
As Carth is explaining about the Levithan, tell him "Don't do anything you'll
regret, Carth.". When you have to choose someone to come rescue you, I chose
Mission. You can take whoever you want, but the beginning of the level will be
different if you don't take her.
Once you've selected the member to break you out, Carth, Bastila, and yourself,
will be in cells while Saul Karath interrogates you. Answer as shown below to
get through it with:
1: You're wasting your time, Saul. I'll never betray the Jedi.
2: History? What are you talking about?
3: My loyalty is as true as Basilta's!
4: I will not betray the Jedi Order, even to save Bastila.
5: [Persuade/Lie] Alderaan. It was Alderaan.
6: No, you're lying! It isn't true!
7: [Persuade/Lie] We have been sent to assassinate Lord Malak.
8: This accomplishes nothing, Saul. We will never betray the Jedi.
After the torture, Saul leaves, then you wake up to Bastila's voice.
1: No one is without hope of redemption, Bastila.
2: Maybe Admiral Karath was lying.
3: Where is Saul Karath now?
4: I'm sorry, Bastila. Watching you suffer tore me apart.
~ Prison Block ~
After speaking with Bastila and Carth, you will be shown a cutscene with
Mission. She really does talk back, doesn't she? With the keycard she stole
from the guard, she'll unlock the door, and you'll now be in control of her.
Leave your cell. Approach the cell opposite and the Rodian will talk to you.
Finish off whatever dialogue you want, then choose "I'll see what I can do.".
Keep going left down the hall. Turn right, and you'll run into a single guard.
Kill him. If you want, you can run to the end of the wall, and open the metal
box and the footlocker (named 'riot equipment') for a weapon, but the guard
will then get a few free hits on you, so you're better off with using
hand-to-hand on him. Search his corpse for a prsion key, then return to the
Rodian and unlock his cell. He'll give you an Ice Breaker. The cell next to
him holds three Rodians, but they attack you, because they're crazed. If you
want the experience, release them and kill them. If you don't have the health
or don't care, ignore them.
You should have gotten a Stealth Field Generator from one of the boxes, so put
it on and go through the door to the left of those boxes. There are five Sith
Troopers in here, but you should be fine, because you're cloaked. Go to the
back of the room, search the footlocker and metal box, then leave. Return to
where the guard was, and go through that door.
There are two technicians here; kill them, search the container at the back,
then use the console. Inside the system, choose "[Use the ICE breaker]". You
should have more than enough spikes, so use the security camera to view the
Cell Block and unlock all force fields, then open the commands menu and choose
"Open Detention Area". Leave the room, turn left, and when the path goes left
and right, go left.
At the top, kill the two technicians, then enter the door on the left. Search
the two black lockers at the back right for some items, then leave and go in
the door opposite you. Search the white table for some droid items, then check
the footlocker at the back left. Repair the droid here if you want, then leave
and continue right. Follow the path around and you'll come to a terminal. Use
it and choose the only option available. You've just released Carth, Bastila,
and you.
When you have control, you'll automatically be in the supply room. Carth and
Bastila will magically have their equipment, but you're still naked, so search
everything to get all your equipment back, then rearm yourself.
Leave the supply room, take a left, and run down the ramp you came up as
Mission. If you didn't kill those Rodians due to health, you can now go back,
release them, and kill them. You can also run back to the room that had the
five Sith Troopers and teach them who the boss is, now that you're sufficiently
armed. If you don't want to do this, then keep going down the ramp, to the
door at the far end, which leads to the elevator. As you near it, you get a
message from Canderous. Enter the elevator, activate the controls, and ride it
to bridge.
~ Command Deck ~
Leave the elevator, then take a left at the fork. Kill the guard at the end,
then enter the open room and kill all the Sith in here. Enter the next room,
which is the barracks. When all of them are dead, go through the door in the
barracks and kill the droids. Search the footlockers. Leave the room out the
door, and turn left.
Follow the long and turn left down the first path. Enter the first door on
your right, the armory. Use security or bash it. Search everything, including
the space suit on the floor; you need this later. Bash or pick your way
through the next door, then turn right and head to the computer terminal. Use
the Droid Bay security camera and choose "DANGER! Activate experimental
assault droid.". The assault droid you saw in the droid bay comes to life.
Leave, turn left, and follow the path around to the left. Kill the single
roaming guard, then enter the door on your left to find the final barracks.
Mur-didely-urder all the Sith here, then search their corpses and footlockers.
Leave, and continue left.
The door on your right leads to the bridge, but don't go there yet. Instead,
hang a left, and enter the doorway on your right. There are a few Dark Jedi
Masters in here. Kill them, then open the door to the right of them to enter
the Bridge Storage.
~ Bridge ~
When the area loads, search the parts pile and the containers, then open the
door. Open the next door, and you'll automatically don space suits.
You are now outside. Make your way around the outer area (slowly, very slowly)
and go through the only other door at the far end. Go through the next door,
and you'll be back inside and in normal clothing.
Open the next door, and you'll be attacked by some Elite Troopers. Kill them
all, then enter the door to your left. Run up the ramp and enter the door at
the top to get onto the bridge. As soon as you open the door, you are greeted
by Saul Karath and a couple of Dark Jedi. After the introduction, focus your
attention on the Dark Jedi's. Normally, I'd tell you to focus on the "boss" of
the area, but killing the Dark Jedi will prevent them from putting you in
stasis, throwing you back, or otherwise making you immobile. When they are
dead, focus your attention on Saul; don't even bother with the standard Sith
soldiers. Once Karath is defeated, he'll moan Carth's name. As much as you
would like to kill him, tell Carth "No, Carth, don't give in to your hatred!".
After Karath whispers to Carth, say "What did he say, Carth?", then "What are
you two talking about? What's going on?", then choose the only option you
have.
Before leaving, search Saul's corpse, then use the computer to open the hangar
doors. Leave the bridge, and return to the elevator. You'll have to contend
with a new type of Sith, Grenadiers, but they are easy. Don't go back outside
with the space suits; run to the door directly opposite you to head back to the
command deck.
~ Command Deck ~
You're now at the beginning again. Make your way to the elevator, killing the
Dark Jedi who would oppose you. That assault droid you activated earlier may
attack, but it's just as easy. When you get to the elevator, ride it to the
hangar.
~ Hangar ~
Open the door in front of you, then open the door to the left. Kill the Sith,
then search the cylinders and corpses. Leave and go through the door opposite
you. There are two Dark Jedi and a Master in here; kill them, then search the
room. Leave, turn right, and make your way up the ramp. I don't usually tell
you to save, but you should do so just before entering the blast door at the
top. Go through it.
The next room has Dark Jedi, Sith Heavy Troopers, and a Sith Captain, which
translates to a good fight. Once the lot of them are dead, search the corpses,
as well as all the containers, then enter the door on the right side (the one
in the middle leads nowhere). Before reaching the bottom, you should save once
more.
Guess who shows up? Darth Malak, no less! Carth tries to shoot him, but he
uses the Force and knocks the guy down. When he talks to you, ask him
"Reunion? What are you talking about?". You are shown a collection of scenes
from throughout the game... "the Force can destroy your mind and erase your
memories" ... "the Jedi don't believe in executing their prisoners" ... "this
quest may lead you down a too familiar path" ... Wow. YOU are Revan, the Sith
Master before Darth Malak! Talk about a twist, huh? Bet you didn't see that
one coming, did you? After everything becomes clear, you'll be back on the
Levithan, with Darth Malak.
1: No... this is some type of trick! A Sith lie!
2: No, I don't believe you, Malak!
3: Why wouldn't the Jedi simply kill me?
4: Do you mean I'm really... your Master?
5: Bastila, is this true?
6: Then why don't I remember being Revan?
7: I understand, Bastila. You had no other choice.
8: Your power is no match for the light!
A battle commences between you and Darth Malak. Bastila and Carth are frozen,
and it's a one-on-one fight. Unload on him with any power moves you have, like
Power Attack, Flurry, or Rapid Shot, as well as grenades. When his health gets
to half, he throws you into a whirlwind, then takes off behind a door. The one
he went through is locked, so go through either the left or right door, and
make your way through the side halls. When you get to the center chamber,
Malak will be waiting. Again, unload on him with everything, and watch your
health. When it gets low, don't use a medpac from the screen; go into your
inventory and use it that way. A few more hits, and he freezes you. Bastila
comes in, and she takes over battling Malak while you and Carth are told to
escape. When talking, choose "What about Bastila? We have to help her!".
Talk to Carth.
1: We need to talk. About me being Darth Revan.
2: And?
3: Why can't you?
4: And if I make the wrong choice?
Make your way through the strangely designed corridor, and head to the far end,
through the door into the hangar bay. Inside, you and Carth will automatically
run to the Ebon Hawk, and we're leaving the Levithan.
After the cutscene (and your possible fighting off of incoming fighters), the
whole lot of you will be talking.
1: We have to go back for Bastila!
2: I'll tell them. I'm... I'm Darth Revan.
3: Small bits. A few strange dreams and visions. That's all.
4: I'm sorry, Carth... I wish this wasn't true.
5: What about you Jolee?
6: What do you think Canderous?
7: What do you have to say HK-47?
8: Why? What's happening?
9: So this is the... stimuli you were waiting for?
10: You mean... Revan?
11: Well... that makes a lot of sense, actually.
12: You won't abandon me, will you T3?
13: Well, Carth - will you stand with me against Malak?
14: I'm not Revan anymore, Carth. You have to believe that.
15: You have to try... for Bastila's sake.
~ Quick Stop, Tatooine ~
After the conversation, you'll land on the surface of Tatooine. We won't be
here long, so leave the Ebon Hawk and take Mission, and oh, let's say Carth.
Walk toward the door to Anchorhead, and a Twi'lek by the name of Ziagrom will
approach you. Apparently, he knows you're Revan, because he placed a tracking
device on your ship. He says his partner on Korriban has "premium" items if
you have the credits. Tell him thanks and all that. We'll go to Korriban
(again) next. Go to Anchorhead, and make your way to the Czerka Office.
Inside the office, approach the Rodian, and he'll talk to you. Looks like
Griff screwed up the ale, and he's gone into hiding. Again. That son of a
bitch! You wasted two hundred credits on him! Talk to Mission. Be nice about
it, and you'll get light side points. Threaten him, and you'll get dark.
Whatever you choose, return to the Ebon Hawk, and we're off to Korriban.
Before leaving the ship, let's talk to Juhani to start her subquest, finally.
Talk to her several times, being nice, until you drain her of everything she
has to say.
~ Quick Stop, Korriban ~
We're not doing anything important here, and will be on Korriban less than five
minutes, so take whoever you want as your party, or even go yourself. Run all
the way to the cantina, and speak with the Rodian behind the bar. Tell him
"Ziagrom says you sell... special items.", then "I'm not who you think I am.
I'm not Revan anymore.", and finally, "I will stop Malak and his Sith, but not
for revenge." Then check out his wares, and buy what you want and can afford.
Return to the Ebon Hawk, and leave for Manaan.
[12.8] Manaan
Climate Worldwide Ocean
Native Species Selkath
Docking City of Ahto
En route to Manaan, you are shown the location of the Star Map. Looks like it
is underwater somewhere, doesn't it? Too bad we don't have Bastila to talk to
us about it. Talk to your crew members, further any subplots, and leave the
ship. Take along Canderous and Jolee, if you want two subquests. Otherwise,
take whomever you like.
~ Docking Bay ~
You're in the docking bay, and as always, you have the whole thing to yourself.
There is nothing for you to do here, so exit the bay through the large metal
doors in front of you. As you leave, a Republic soldier and a Sith soldier
will be arguing. Good vs. evil, basically. When the Sith leaves, the Republic
man will talk to you. He'll explain about the world, kolto, and why he hates
the Sith. Afterwards, you'll get a journal entry. Turn right from the soldier
and head toward the door. As you get closer, a man approaches, and talks to
Canderous, with quite an attitude. The man challenges Canderous to a battle on
the dunes of Tatooine. There is a Selkath merchant to your left, and he sells
a variety of items. When you're done, go through the large door to the next
area.
In the next area of the docking bay, you will come to a Selkath on the left by
the name of Nubassa. He wants to buy a type of animal, but won't say anything
else. The door to the right leads to another docking bay with two Sith
soldiers, using computers. There is nothing here, so don't bother going in.
If you were to keep going, you'd get to another docking bay, one that is owned
privately by the Sith. You can't do anything there, so don't waste your time.
Go through the door across from the docking bay to enter West Central.
~ West Central ~
You're now in West Central. Run down the hall and enter the door, and you will
be in the Visitor's Area. There is an alien on the left hand side named Jolan,
and he'll play Pazaak with a maximum wager of 200. There is nothing else here,
so continue into the next room through the two doors. To the left, behind a
desk, is a Selketh Port Official. He won't let you through until you pay the
docking fee, 100 credits, or persuade your way out of it. Whatever you choose,
continue into Ahto City West Central. From the starting area, head down the
right path. At the end, turn right and continue down the path. You can go
into the Kolto Distribution Center, but there isn't much there. At the end of
the path, go through the door to the new area.
~ Ahto West ~
Head outside, and you'll be stopped by Elora, the wife of the man who is on
trial for murder. Remember? It's funny, but Jolee doesn't have a clue to what
she is talking about, even though his "old friend" had mentioned this earlier.
To the right of the area, you'll see a Republic soldier looking to recruit
mercenaries. Beside him is a long path which leads to the cantina.
A Selketh named Nilko stops you and says he wants to talk to you. When you
have control, talk to him. He wants you to find out why the Republic is hiring
so many mercenaries. Continue into the cantina. There is an older man named
Gonto who will play Pazaak. There is a mercenary decked out in yellow armor.
He can answer some questions for you. I want his armor. Don't you? There is
a Mandalorian mercenary in here named Ergeron who recognizes and talks with
Canderous. Ask him questions if you want. Continue down, and you'll get to
talk with another Selkath named Shaelas, who wants you to investigate the
disappearence of missing Selketh youth. At the end of the cantina, you will
spot a Sith tempting an Echani to work for them. Neither will talk to you.
There is a Sith woman standing next to the bar, drunk. She'll answer a few
questions, but will give you nothing of importance. Leave the cantina, and go
straight across. At the other side, follow the hall and you'll wind up in the
courtroom. Run toward the judges, and you'll see a debate take place between a
Republic soldier and a Sith soldier.
After the debate, ignore both of them, and talk to the center judge, Judge
Shelkar. Tell him "I would like to investigate the murder case involving
Sunry." You are now officially Sunry's arbiter. Talk to all five judges to
get more information on the case, then leave the court. Return to the holding
cell, and speak with the Selketh Guard to get him to unlock the door.
Inside, talk to Sunry; he is in a cell.
1: Let's go over the evidence.
2: I need to investigate the case some more.
3: There's a few things we have to clear up.
4: The judges said that you left after the shot was fired.
5: I'll be going now.
Go back to Sunry's wife, Elora, just outside the holding cell, and talk to her
for more info on Sunry.
1: Can you tell me anything about Sunry?
2: Are you saying someone your age couldn't overpower a woman?
3: Your husband might not be so innocent, Elora.
Return to the West Central.
~ West Central ~
We're not doing anything here, so head straight across to East Central.
~ East Central ~
As soon as the area loads, you can see some Sith and Republic soldiers facing
each other, and you know a cutscene will take over when you get close. After
the arguing, continue into the main area. The door to the immediate left of
where you came from is the general store. Facing the store, head down the path
to the large open doorway, and go through. Head to the door to the left, and
go through the second door; you're now in the hotel.
Speak with the man behind the desk, Ignus. Don't persuade or bribe him, as we
are trying to win this case fairly. Persuade if you want, but I'm leaving that
for the dark walkthrough.
1: Tell me what you saw the night of the murder.
2: Could it have gone off after he left?
3: I want to ask something else.
4: What do you know about Sunry and Elassa?
5: Who are the witnesses in the hotel?
6: I have no more questions for now.
Facing Ignus, turn around and head to the rooms at the back of the hotel. Go
in the first room on the left and talk with Firith Me.
1: What do you know about Sunry and Elassa?
2: Elassa roomed here often?
3: You mean Sunry was having a relationship with Elassa?
4: Sith Master?
5: [Persuade] What did you
see?
6: She was a Dark
Jedi?
7: What did you see the night of the murder?
8: I have nothing more to ask for now.
Search Firith's footlocker, then return to the hall, and go to the last room on
the right and speak to Gluupor.
1: I have questions about the murder of Elassa.
2: Why were you at the hotel?
3: What did you see?
4: What about Elassa's room?
5: [Persuade] Did someone pay you to do something in that room Gluupor?
The room across from Gluupor's can be broken into, but you'll only get a
medpac, and not even an advanced one! Leave the hotel. On your way out, you
will be stopped by a man with the clever name of Mysterious Man.
1: What do you mean?
2: Um... I think so... kinda...
3: Why should I believe you?
Well, this conspiracy goes deeper than we thought. Once you're out of the
hotel, go to the door straight across to enter the Republic Embassy. Talk to
the man behind the desk, Roland.
1: Why are your soldiers loading so much kolto?
2: I'm investigating the Sunry case.
3: Are you so sure it was the Sith?
4: I am on a mission from the Jedi Council, perhaps you can help me with it.
5: I seek a Star Map, the remnant of an ancient and forgotten race.
6: You know something?
7: What do you want me to do?
8: Where is the droid?
9: How do I get in the Sith base?
10: Is there another way?
11: Is there another way?
Pick whatever option you like. Interrogating the prisoner takes a good level
of persuasion, and raiding the landing bay will require combat. Your best bet
is to decrypt the passcard, so let's do that. Enter the door behind the two
Republic guards, then enter the door on the right to enter the computer room.
The technician will talk to you. Ask him whatever questions you want until he
shuts up, then approach one of the computers. Choose to decrypt the passcard.
Here are the answers, in order:
Sequence 1: 1 2 4 6 11 16 (Answer: 22)
Sequence 2: 21 18 16 15 15 16 (Answer: 18)
Sequence 3: 1 2 4 8 16 32 (Answer: 64)
Sequence 4: 2 1 0 -2 (Answer: 2)
Sequence 5: 1 32 81 64 25 (Answer: 6)
Sequence 6: 1 0 - 8 3 - 32 5 - 128 (Answer: 7)
Now that you have the card, slice into the system. You should still have tons
of spikes, but you'll only need three. Choose to "Access restricted data
archives.", and you'll get a recording of Sunry and Elassa. Hmm, looks like he
may not be innocent after all. Leave the embassy. Back outside, take the left
path. Before we finish the Sunry trial, let's go to the Sith base, and finish
off some of the remaining things to do on Manaan. En route to Ahto East,
you'll see a Rodian standing in the corner, named Shady Rodian. He will sell
you Pazaak cards if you ask him about his "business". Enter the door left of
the Rodian, then follow the path to the next door, which leads to Ahto East.
~ Ahto East ~
Follow the path to the door and enter into the courtyard. There is a group of
Sith Soldiers here. Tell her "this is a public street". Walk down the right
side, and enter the door. Follow the path around to the swoop registration,
where you can do more races. Walk inside, and speak with the Ithorian named
Queedle at the back left. We're going to give the poor fellow some credits to
help him compete in the races.
1: I just want to ask a few
questions.
2: What is bothering
you?
3: How much do you think you need?
4: Here, I can give it to you.
5: Let's go back to my first questions.
6: Use the money I gave you to upgrade.
7: Let's go back to my first questions
8: I have to leave. Goodbye
Enter the door behind Queedle and go down the ramp into the lounge. There are
only two people here, a Gamorrean and a Twi'lek. You can talk to either to get
more on racing. Return to the main area, and speak with T'sllth for a pratice
run (which requires 20 credits), or Sslamoth for an official run. You need to
pay a 100 credit fee for an official race. There are three rounds (like the
three tiers on Tatooine), and you earn 500, 2000, and 5000 credits,
respectively. For the first race, you may be able to persuade your way out of
the fee, but following races you can't. As always, avoid the obstacles, change
gears as soon as the icon lights up, and aim for all the speed boosters. To
win the third race, you need to hit pretty much every booster, don't even graze
any obstacle, and get a perfect jump from the gate.
You now are Sector Champion. Talk to Queedle, and he'll want to give you your
money back. Tell him to keep it, but he'll give it to you anyway, and you'll
get Light Side points. Leave the swoop area, and take the path almost directly
ahead of you. The store to your left sells used stuff, but it's cheap. Leave,
turn left, and keep walking down and you'll arrive at the Sith Embassy. If you
want to talk to the diplomat, go ahead; otherwise, enter the embassy. You can
enter the door without being attacked, because you have the passcard.
~ Sith Base ~
When you get inside, you'll be welcomed (if that's the word) by the Sith
receptionist. If you tell her "I have a passcard.", she'll know it's out of
date and will summon the man who you just passed outside. Force Persuade and
Lie doesn't work (it may for you, however), so you're going to have to deal
with her, the commander, and those War Droids. When they're dead, search the
bodies, then enter the door to the right of the reception desk. Follow the
hall around (ignore the mine and the door on th left; it leads nowhere). Open
the door at the end leading to the Flow Control Room.
Inside, there are several guards. Kill them all, search their corpses, and one
of them will contain the "Water Pump Analysis" datapad. Leave through the
other open door (not the big ones next to the flow machine), and kill the three
Dark Jedi Apprentice's in here. Make your way as if you were going to the
reception area, but take the door on the right just before the reception door.
Follow this hall and you'll come to three doors. The one on the right leads
nowhere, so take the one on the left to the disassembly room. There is a war
droid in here you can repair if you like, and if you do, it'll go into the room
and start firing. Follow it in. There are five guards in here; kill them all,
with the help of the repaired war droid. When everyone is dead, search the
large broken droid to get what you need for the Republic. Also search the
footlocker, then leave and go through the left door.
In this room, destroy the two assault droids, then continue to the next and
only door. You'll be in the "West Lounge", with another Heavy Trooper and two
more Assault Droids. The door on the left doesn't work, so open the door on
the right. There is heavy steam coming from here, so turn on solo mode and
send your main player through it. You'll take some damage. On the other side,
you can shut off the steam, making your trip back through it easy. Use the
terminal here, and go through the cameras, killing whoever you can. With the
security room camera, be sure to disable the force field and/or the droid.
With all that done, go all the way back to the main hall. If you turn right,
you would head to the reception, so turn left. Return to the room where you
killed the three apprentice's, then go through the middle door.
You're now in the room that used to have the active force field. Cross the
arch, search the remains of the two droids, and enter the door. There is a
heavy trooper wandering this hall. Turn right, and run down the hall. Go
through all the doors, and soon you'll be behind the pressure doors from the
flow room. Enter the single door at the far end, and you'll have to kill three
Dark Jedi's. Search their corpses, and pick the lock (or bash) the two
footlockers, then leave.
Run all the way back down the hall, and follow it as it curves right into the
training area. You will see a Selketh run. Follow it, and kill it, or it will
attack you first. In this first room of the training annex, search the
footlocker, then go through the door. You come to a path that goes straight
and to both the left and right. Take the left path and go through the door.
These are some of the missing Selketh you're after. They'll talk to you as
soon as you're through the door.
1: I am _____. Shaelas has me investigating the disappearance of young
Selkath.
2: The Sith are evil! What they told you was a lie!
3: If the Republic is defeated, the Sith will enslave your planet!
4: The Sith are evil, Shasa. They only want Manaan's kolto.
5: [Persuade] Give me some time, and I will find proof the Sith are evil.
Leave the room, and go straight across the fork to the next door. This is the
medical room. Upon opening the door, a dying Selkath will tell you to tell
something to Shasa, and your character will pick up a token from his corpse.
Search the footlocker. Before returning to Shasa, take the only door you have
not yet visited. There is a Selkath Apprentice and two droids; kill them.
Continue into the next door, then the next. A cutscene will take over, and you
will have to fight a Dark Jedi Master and two of his apprentice's. Once they
are dead, search the Jedi's body, then go into the door behind him to find a
footlocker that has a single datapad, which you will need later on.
Return to Shasa. Since you have the datapad and token, you can choose whatever
one you want to prove the Sith's evil. They leave to report this to the
authorities. Return all the way back to the base's entrance, and ride the
elevator back to the top.
You will be ambushed by a Selkath and some guards. Ask "What? Why?". Looks
like they know what you did, and you're off to prison.
When the game loads, you'll be in a holding cell, and a Selkath named Bra'lass
will inform you that he's your arbiter. He'll ask you several questions, so
answer honestly, like this:
1: What have I been charged with?
2: How will you get me free?
3: I... er... broke in.
4: I'm on a mission to stop them from taking over the galaxy.
5: Um... don't you need to ask more questions?
6: How can you expect to defend me without getting more information?
7: I have proof that the Sith are evil.
8: This datapad proving they are kidnapping young Selkath.
After the last dialogue option, the game will load, and you'll be in court.
1: Not guilty.
2: I have this datapad as proof that the Sith are up to no good!
The charges against you are dropped, and you're free. You're automatically in
Ahto West.
~ Ahto West ~
Leave the court, turn right, and talk to Elora, who is still standing in the
same spot. Do people's legs or feet not get tired in the Star Wars universe?
1: [Persuade] Was Sunry having an affair?
2: Your husband might not be so innocent, Elora.
Go into the holding cells, which is just to the right of Elora. Talk to Sunry.
1: There's a few things we have to clear up.
2: I know you're guilty, Sunry. I've got the Republic's data
recording. 3: But
the Sith found out the truth, didn't they?
4: You're guilty, Sunray. Cofess.
5: Killing your lover while she sleeps is murder - even if she is a Sith!
6: These are just excuses, Sunry. We both know you have to own up to your
crimes.
Talk to the Selkath Warden behind the desk, and tell him "I wan't to begin
Sunry's trial now.", then "Yes, let's begin the trial.". You'll be taken to
court immediately. Since Sunry's guilty, choose "Sunry is guilty of the
murder. I have this recording as proof.". That's it, trial over, case closed.
Sunry will be put to death. It's too bad, but we are a member of the Order on
the Light side, and we cannot lie or cover up his actions. Leave the court,
and go across the path to the mercenary enclave. Talk to Shaelas.
1: I have information for you, Shaelas.
2: The Sith are training the Selkath youth in the ways of the Dark Jedi.
3: I've convinced your daughter to turn her back on the Sith ways.
4: I hope so.
5: Keep your credits, Shaelas. A Jedi has no need of such rewards.
Return to Ahto West Central.
~ West Central ~
There is nothing to do here, so make your way across to East Central.
~ East Central ~
Back in East Central, make your way to the Republic Embassy, and speak with
Roland Wann.
1: Yes, here it is.
2: What has the Republic done?
3: You violated the treaty?!?
4: Why have you not investigated?
5: How will I get down there?
Before we head down there, return all the way to Ahto West.
~ Ahto West ~
Now that you're back, go to the mercenary enclave (where Shaelas was), and talk
to the Selkath who was interested in why the Republic was hiring all of those
mercenaries. Remember? No? Well, his name is Nilko Bwaas. Say:
1: Yes - they're sending them down to a secret base on the Hrakert Rift.
2: They can't. The Republic has recently lost contact with the science
facility.
3: I am going to investigate the Hrakert Rift.
He gives you 500 credits, and leaves. Now, run all the way back to East
Central, to the Republic Embassy. At the embassy, go through the door behind
Roland, and make your way to the left, past the cell that used to hold the Sith
prisoner, and through the next two doors to enter the submarine bay. Walk up
the small ramp to the sub entrance, and ride it down to the station.
~ Hrakert Station ~
When you arrive at Hrakert, you'll be in the docking bay. There are two
footlockers here that you can search (one next to the door, and one behind you
at the end of the bay). Go through the doorway, and through the next door. A
very paranoid Twi'lek will talk to you. Tell him:
1: I'm _____. Calm yourself down.
2: What happened here?
3: What happened to the scientists?
4: I have to get into the station.
5: I have no choice.
Walk past the mercenary, search the two footlockers, then enter the only door.
You'll be in a hallway with glass windows on both side, and you can see some
sharks. You just know they'll come into play soon, don't you? Search the
equipment pack by the corpse, then continue to the end of the hall and through
the door. There is a door on your right, but ignore it for now. Run to the
end of the hall, search the footlocker, then use the computer terminal. Go
through all the security systems (assuming you have enough spikes) and kill
however many Selkath you can by venting gas into the various rooms. Return to
the door you ignored (the one by the terminal doesn't work), and go through it.
You're in a hallway. There will be three droids here, patroling. If you chose
to corrupt their programming, they will attack each other when they run into
each other. Kill them (if they are still alive) and enter the first door you
see on your right.
There are several Insane Selkath in here, so kill them all, then search the
corpse and the footlocker. You can repair the faulty droid if you want. Enter
the door in the middle of the room.
There are two Assault Droid's in here, but they shouldn't give you any trouble.
Kill them, then enter the door. In this small room, enter the door on your
left, and you'll be in the central storage room. Be sure to search the remains
and footlocker at the back, and you'll get a device and a memo. Leave the
storage room, turn left, and go through the next door. There is a shielded
heavy droid in here, so destroy it (use Stun Droid if you have it, or some
Sonic and Ion grenades). In the next room, there are several lockers which
contain some items. One of the lockers, however, contains a hiding person who,
by his voice, has obviously gone insane. No matter what you say, you can't get
him out of the locker. Search the environmental suit in the middle to get an
important item that's needed, then go through the other door in this room.
This is a room that you vented gas into. Search all the remains and all of the
footlockers, then enter the next door. Ignore the open path to the left and go
straight into the next door. You're in an airlock chamber. Search the remains
of the insane Selkath's, then approach the big airlock door. You only have one
envirosuit, so your party will have to remain in the airlock chamber.
~ Sea Floor ~
You're in what I consider the most annoying part of the game, because you move
so slow. Walk forward and go left. You'll see another person in an envirosuit
just up ahead, so walk to him.
1: I'm _____. The Republic sent us down to investigate.
2: What are you doing in the underwater section of the facility?
3: Okay, I'll come with you.
He'll start going down the path; follow him. You can go down to the opposite
end of the hallway if you want, but there is nothing there. You will see him
standing just outside (his voice has changed, for some reason). Walk to him,
and he'll tell you to hurry up, just before he gets eaten by a shark. Make
your way to the left (the right leads nowhere). Whenever a shark gets near
you, use the sonic emitter to kill it. To use the emitter, it's the last icon
on your quick action bar (where your Force Powers, items, etc. is). Do not use
it until you see the shark charging you, otherwise you'll probably miss.
Follow the path around, killing sharks as you go. You will pass a destroyed
section of wall, allowing you access inside, but don't go in. Keep going, and
the path will split; take the left path, and walk to the door at the end. For
some reason, it says locked, but the game loads the next area anyway.
~ Kolto Control ~
When you're back inside, you'll still be by yourself, and you'll have to kill
some Selkath in this room. Search the footlocker and their remains, then go
through the only door you can. "Use" the force field on the left to get a
conversation going with the people behind it. They think you're bad, and they
will start depressurizing the chamber. You have one minute to convince them to
stop, or use the computer terminal behind you to override the system and
deactivate the chamber itself. After, talk to them. They'll explain a lot
about the base and what the Republic was doing, and will give you two ways to
kill the large shark, one with a light side outcome, and one with a dark side
outcome. We want to use the fuel injector to destroy the machine, so when
given the option, choose "I will try to destroy the harvesting machine.".
Search all the rooms for some items, then return to the sea floor through the
other airlock, the one in the room behind the scientists.
~ Hrakert Rift ~
When the area loads, ignore the door on your left and run down the right path.
You will come to the control panel, and it isn't exactly hard to miss. Access
it, and choose "Access fuel tank pressure control". To fill up the pods
properly, fill the pods in this order:
Fill injector pod.
Transfer from injector to container.
Fill injector pod.
Transfer from injector to container.
Dump container pod.
Transfer from injector to container.
Fill injector pod.
Transfer from injector to container.
After doing this, a cutscene will take over, and the harvesting machine has
been destroyed. Walk to the right of the machine, over the bridge. The
firaxan lets you pass, and you can see the Star Map. When you get close to it,
the game will take over, and you'll walk up to it automatically. This Star Map
animation is longer, because it will show you the location of the Star Forge,
because you have the maps from Tatooine, Kashyyyk and Korriban. After getting
the location, head back toward the entrance. Remember the door to the left I
told you to ignore when you first got here? Well, go through it.
~ Hrakert Station ~
You're back inside the station, and your party is waiting for you. Make your
way through the station, all the way back to the docking bay from which you
arrived.
~ Ahto West ~
Back at the embassy, leave the docking bay, and Roland Wann will be waiting for
you in the hall. Tell him:
1: Your construction woke something up.
2: A gigantic firaxan shark that drove all the Selkath insane.
3: A few scientists have survived.
4: The harvesting machine was destroyed.
5: Yes I did.
Leave the embassy. As you do so, you are again ambushed by Selkath authorities
who want you arrested for what you did in the ocean. Tell him "Very well. I
will come peacefully.", then the game will load and you'll be in the court. To
get out of this, say:
1: The explosions were at the research station both our governments set up
there.
2: The entire station had been driven mad.
3: A giant firaxan shark was woken up by the harvester.
4: I destroyed the machinery to save it.
Return to the Ebon Hawk, all the way back at the docking bay. We're going to
leave Manaan.
Before heading to the Star Forge, let's take care of a few things. Head back
to Tatooine, and take Canderous with you. Make your way to the Dune Seas. Run
to the right side of the Sandcrawler (where you helped the miners) and you will
be stopped by Jagi and a group of friends.
1: I came by my own will.
2: I think you both need to calm down.
3: Why do you need to fight him, Canderous?
4: You sent your own men to die, Canderous?
5: [Persuade] Jagi, what he did was a smart tactical move.
6: He may have saved other lives by doing what he did.
7: You do not have to do this!
No matter what way you choose, you will have to fight. Jagi kills himself, but
the two Rodian's he brought will attack you. They are beyond easy. When they
are dead, return to the Ebon Hawk. Go to the cockpit, use the map, and travel
to the Star Forge.
[12.9] Unknown World
En route to the Star Forge, you'll see a cutscene of Malak torturing Bastila.
After the cutscene, you see a strange pillar of light, and you are then shown a
view of Darth Malak's fleet. This is the Star Forge. You are attacked by some
fighters, and after shooting them all down, Carth informs you that he's flown
into some kind of field, and he tries to land on the single planet he sees in
this system.
When you land, you'll all be in the main room, talking.
1: I wonder why the Sith ships aren't affected by that disruptor field?
2: You all seem to be forgetting about Bastila!
3: Bastila would never turn to the dark side!
4: Don't call me that. I'm not Revan anymore.
Leave the Ebon Hawk, and take whoever you want.
~ Central Beach ~
The world seems to be a lush, tropical world. There is nothing but gizka in
the immediate area surrounding your ship, so make your way to the path. Soon
you will see a strange alien come out from behind a rock, followed by four more
of them. You'll have to kill them. After they are dead, two aliens run up to
you, thanking you for killing them.
1: Er... No problem!
2: Why would they have attacked you?
3: There are Mandalorians here??
4: Where are they?
5: You could stay in our ship if you want.
6: Why don't you try to get to one of the other islands?
Continue up the small winding path until you come to a split, where there are
several more Rakatans. Kill them, then go down the path to the left of the big
engine. At the end, walk between the two pillars to enter North Beach.
~ North Beach ~
Keep following the winding path, and you will soon come to a large structure.
Several Rakatans and guards will come to meet you, and they bring you an
invitation.
1: Rakata? The one? What are you talking about?
2: What is the One? What's going on here?
3: Okay. Take me to the One.
~ Rakatan Settlement ~
You are brought inside the structure, and you are standing in front of the One,
the leader of the Rakatas.
1: I'm not Revan anymore. That part of me is gone. I'm _____ now.
2: I'm sorry, but I don't remember any of this.
3: You can't force me to kill your enemies!
4: Temple of the Ancients? I still don't remember anything.
5: You should probably start with the last time I was here.
6: I need parts to repair my ship.
7: Tell me about the Temple of the Ancients.
8: Tell me more about the Elders.
9: You say my ship crashed. Was it because of the disruptor field?
10: I don't see any other choice, so I'll help you.
11: If I kill the Elders, how can I bring you their secrets?
12: [Lie] Don't worry. I will slay the Elders and honor our deal.
All the wicker bins to the left of the One can be opened, and you can get quite
a lot of good stuff. Turn around, and head out of the circular area. Cross
the bridge, and keep following the path until you're in a room that looks like
a bar. This whole complex looks similar to the Sand People Enclave. You can
go through all the rooms if you want, because some hold bins that can be looked
through. When you get to the door that leads out of the settlement, you can
talk to the Rakata with a name, Luo. Tell him about the Force, explain it to
him, or don't talk to him at all. Don't leave the settlement just yet. Keep
going to the other side of the settlement, searching all the rooms and wicker
bins for whatever items you can get. One room at the other end holds a Rakata
named Loremaster Gjarshi. He can give you a history of his people, and provide
a whole lot of background information should you want any. If you go through
the entire history of his people, you can earn an easy 1600 experience points.
When you're ready to leave, head back to the door (beside Luo).
~ North Beach ~
Back on the beach, run to the young rancor near the end right by the ocean, and
you will see a Rakata there named Warleader Garn. Talk to him to learn more
about the Mandalorians.
1: What of it?
2: Mandalorians!
3: OK, I'll find those Mandalorians.
4: And?
5: Why do you need his head?
6: Very well, I'll do it.
Return to Central Beach by going back to the winding path and following it to
the pillars.
~ Central Beach ~
We're back near that giant engine. Remember how I told you to take the left
path? Well, we're on that left path. Return to the engine, and go to its
left. Keep following the path and you'll come to another set of pillars. Go
between them.
~ Temple Exterior ~
Run forward, and you will see two rancors you have to kill. Run into the large
open area. If you run to the far right side of the temple, you will come to a
weird statue. Approaching the statue will result in the game taking over, and
you will have six Mandalorians decloak. Kill them all, and this will satisfy
the quest given to you by the Warleader. You will have to return to him to
complete the quest, and if you want to complete this quest, go back to him now,
otherwise it'll be too late (you'll see why later). Turn around, and continue
to follow the path of stone until you come to a break, which should be just a
few feet from the Mandalorians. Head down the path in this break and go
through the pillars at the end to enter the south beach.
~ South Beach ~
Follow the grassy path until you emerge in an opening. You will see the
remains of a destroyed ship, and a gizka that unknowingly steps on a plasma
vent, resulting its death. The area around the ship is littered with plasma
vents, but there is also a pile of 'ship parts' that you need to search. If
your demolition skill is high enough, you can try to disable or recover the
vents; if not, turn on solo mode and walk around them carefully. When you have
the parts, make your way down the path to the right of the ship, and you will
eventually wind up in a large, open area. Approach the temple, and you will
see lots of pillars shooting arcs of energy toward one another. Walk toward
the center pillar, through the only two that aren't shooting electricity, and a
hologram will appear before you. Whatever you do, DO NOT SAY "I have come from
the Rakata to speak with you.", unless you want to see your party killed in a
matter of seconds.
1: Who are you?
2: I am Revan.
This lets you pass safely. Approach the door and go inside.
~ Elder Settlement ~
When you get inside, the council will speak with you automatically.
1: I spoke to you once before? What did I want?
2: I'm sorry. I have no memory of our last meeting.
3: My mind was destroyed, all my memories were lost. It changed me. I am
not who I once was.
4: [Persuade] I am a servent of the light now. I want to make amends for
the mistakes of the past.
5: [Persuade] The One wanted me to kill you, but I have come here
peacefully.
6: [Persuade] I cannot prove what is in my heart. I only ask you judge me
by my actions.
7: How can I prove that?
8: Maybe I can negotiate with the One to release your hostage.
9: So if I save the prisoner you'll help
me?
10: I'll be back after I rescue that prisoner!
You may speak to the middle councillor again if you like, to get some info on
his tribe and the other Rakata, but he tells you to see the keeper for detailed
information. Before leaving the settlement, you can roam the halls and enter
all the rooms, collecting whatever items you can. When you find the keeper,
you can enter the door behind him to the computer room. With high enough
Persuade, you can convince the computer hologram to allow you access, and you
can choose several topics to learn more information, although none of it is
necessary to your journey. Talking to Keeper Orsaa will net you some
experience. If you go into the room where researchers and studying caged
Rakatan's, you can get a new quest by talking to the head researcher, Ll'awa.
When you're done, leave the settlement and return to the South Beach.
~ South Beach ~
Nothing to do here for now, so return to the Temple Exterior, killing any new
rancor's that may have appeared.
~ Temple Exterior ~
Nothing to do here for now (the temple is still closed), so make your way back
to Central Beach, killing the new rancor.
~ Central Beach ~
Nothing to do here, so make your way back to the North Beach.
~ North Beach ~
You're now back near the One's settlement. Unfortunately, because you didn't
kill the Elders and find out the secrets, all the Rakata's and rancors attack
you. This means you're fighting two Rancors, and several Rakata warriors,
elites, and not to mention, Warmaster Garn (see why I told you to go back to
him first?). You're not going to like the next section of the game, but enter
the settlement.
~ Rakatan Settlement ~
You are immediately attacked by seven or eight Rakata's, including Luo. You
will have to kill them all, and then make your way back to the One's chamber,
killing all the other Rakata in your way. Luckily, they aren't too tough or
have too many health points. When you get to the One, the game will take over,
and the One will pull a lever, releasing four rancors! Kill everything. One
of the now-opened rooms as an Elder Warrior you should talk to. Tell him "I
was sent by the Council to save you.". He runs off to the Elder Settlement.
Leave, and make your way to the Elder Settlement, by going to the North Beach,
then Central Beach, then the Temple Exterior, to the South Beach, and finally
back to the settlement.
~ Elder Settlement ~
When you get inside, the council will talk to you automatically.
1: So now will you help
me?
2: Looks like we'll be working together,
then.
3: I'm not going into the temple without help!
4: When I am ready, I will go into the Temple alone.
5: I want to enter the Temple now.
6: There's Dark Jedi inside the Temple? How did they get in there?
Leave the settlement, and return to the Temple Exterior.
~ Temple Exterior ~
Back in the exterior, we can finally enter the Temple. If you haven't yet done
so, enter the party screen and deselect whoever is with you. Walk up to the
group of Elders and talk to the guide. They will begin chanting, but they are
interrupted by two party members.
1: I have to go in there alone. It's the Rakata
tradition. 2: Jolee -
you can't come! The Rakata won't allow it.
3: Continue the ritual.
4: [Persuade] I cannot destroy the Star Forge alone. They must come with
me into
the Temple.
Well, they finally agree to let you take friends inside. They continue the
ritual, and the shield is lowered. You automatically go inside the Temple.
You will see a cutscene of Malak and his fleet being prepared; wow, looks like
Malak has no mouth! I did not see that coming, although I did figure something
was wrong because of the thing he wore all the time. After the cutscene, the
game will load and you'll be in the Temple.
~ Temple Main Floor ~
The door in front of you is sealed, so make your way to the left. We're going
to clear out the main hallways first, so make your way around the entire hall,
killing any droids you see. When you get near to where you started from, your
map will have a room labeled as "South Security Computer". Go into this room
by picking the lock or bashing it, and kill the Acolyte inside. Search the
metal box, then hack into the computer. Go through whatever cameras you want,
but make sure you have enough spikes for the following:
View Armory Exterior - Unlock armory exterior door
View Obelisk Corridor - Disable sentry turrets
Download Area Schematics
If you want, go through all the rooms, killing all the Sith and searching all
the footlockers and metal boxes and plasteel cylinders. One of the rooms
contains two Dark Jedi, which will actually talk to you. Tell her "I am Revan
no longer. I serve the light and the Jedi Council now!" This will earn you
light side points. When they are killed, search their corpses, then enter the
door that is behind them. There is a Sith Master in here, and he will taunt
and attack you. Kill him, search his corpse, and enter the armory he was
guarding. The armory contains many items and weapons, some of which you have
not seen yet. There is also a workbench here if you want to do make any
modifications to any of your weapons.
When you have killed everyone, and collected all the items, head to the room on
your map that is marked as "East Guard Post". There is a door in this room
that leads to a ramp. Follow the ramp down and enter the door at the bottom,
and you will be in the catacombs.
~ Temple Catacombs ~
You will be attacked immediately by two Guard Droids. Kill them, then search
the footlocker in the room to the left for a datapad. If your demolitions
skill is high enough, you can disable the deadly mine by the pillar, and get a
Sapith Crystal from inside. Head across to the next room. Search the storage
cylinders, then continue through the temple door.
There are ten brightly colored squares, organized like this:
[ ] [ ] [ ]
[ ] [ ] [ ]
[ ] [ ] [ ]
[ ]
To activate the tiles safely, you need to walk on them in an H pattern. To do
this, walk on them in this order (1 is the first tile you step on, 9 is the
last tile you step on; if a square has two numbers, such as 2/4, you step on
that square as the second square and the fourth square):
[9] [ ] [3]
[6/8] [5] [2/4]
[7] [ ] [1]
[ ]
Stepping on the squares in the correct order unlocks the door. Go inside, and
use the Rakata computer. Only the answers I provided are important for part of
your quest. You can ask it other questions for more info if you want, but it's
not required.
1: I'm not Revan anymore. I'm _____.
2: What are you?
3: I'm looking for genetic data on the Rakata.
4: How can I shut off the disruptor field around this planet?
5: How can I get to the upper levels of the temple?
6: I'll be going now.
Leave the computer room, and make your way back to the upper levels of the
Temple.
~ Temple Main Floor ~
Remember that 'massive door' that was locked when you first entered the temple?
Well, it's open now, so go to it and go through.
When you are in the room, destroy the single droid, then enter the next door.
Run up the ramp, and go through the door at the top to be on the top of the
temple.
~ Temple Summit ~
When the area loads, search the three cylinders to the left of the room, then
go through the only available door to the outside.
Wow, it's Bastila! She looks different, more... evil. We have to convince her
to return to the light! We must!
1: No, Bastila! Don't go over to the dark side!
2: It's not too late, Bastila! You can still turn away from the dark side!
3: Don't be lured in by these Sith lies, Bastila!
A battle will ensue, and you will have to fight Bastila. After a few hits, she
knocks you back, and dialogue resumes.
1: Don't call me that. I'm not Revan anymore. I'm _____ now.
2: This is how I know you will come back to the light.
3: Learn from my mistakes. It is not too late to come back to the light!
4: I'm not Revan anymore. I don't even remember those days.
5: Turn away from this path, Bastila. The dark side leads only to
destruction.
6: The Dark Lord Revan is dead. I am a servant of the light now.
With that, Bastila runs to a ship, and it takes off, leaving the planet. I'm
sure we will see her again. Run to where Bastila ran to, and you will find a
Rakatan computer. Use it to "Shut down planetary disruptor field." and "Shut
down Temple energy shield.". Search the two plasteel cylinders, then leave the
summit.
~ Temple Main Floor ~
Leave the temple out the door you came in from.
~ Temple Exterior ~
Return to the South Beach.
~ South Beach ~
Return to the Elder Settlement.
~ Elder Settlement ~
Inside the settlement, return to the room with the researchers and the caged
Ratakans. Talk to Researcher Ll'awa and say "I have found data on the genetic
struture of your species.". That was some easy experience, wasn't it? Leave
the settlement.
~ South Beach ~
When you're back in the South Beach, we have to backtrack all the way back to
the Ebon Hawk, so head to the Temple Exterior.
~ Temple Exterior ~
Return to the Central Beach.
~ Central Beach ~
Almost there, and we can finally end all this pointless backtracking. Make
your way back to the Ebon Hawk. As you round the rocks, the game will take
over and Carth will question you.
1: Bastila has fallen to the dark side. She fled to the Star Forge.
2: She can still be saved, can't she?
3: We can try... and we will.
You will then be inside the Ebon Hawk.
Before we head to the Star Forge, talk and finish up any conversation branches
with your crew. Run to the rear of the Ebon Hawk, and you will see what is
called the "Hyperdrive". "Use" it, and you will automatically repair it. Run
to the cockpit, and use the galaxy map. We have only one destination
available; the Star Forge. As you are traveling, you get a transmission from
Admiral Dodonna, and Carth will speak to her via a hologram. After the mission
briefing, you will arrive at the Star Forge (great timing, huh?).
[12.10] Star Forge
Dodging all sorts of enemy fire, you manage to dock on the Star Forge. Leave
the Ebon Hawk, and take whoever you want. I took Jolee and HK-47.
~ Deck 1 ~
When you get off the ship, a Republic jedi will talk to you, and then three
Dark Jedis rush into the room. You can choose to fight the Dark Jedi's, but
the Republic soldiers can handle them just fine. Go through the door in the
middle of the docking bay, then through the next door. Run down the ramp, and
the door will lock behind you. You will then see Malak order droids to attack
the Jedi. Four of them will now be in the room with you. Destroy them. Take
the left path, down the ramp, and through the door. There are two more droids
in here, so destroy them. Follow the catwalk to the right and down the ramp,
and go through the door. There are two more droids in here. When they've been
destroyed, go through the door to find another two droids. Kill these two,
then follow the catwalk around and to the ground.
You see a battle taking place between three Dark Jedi's and three Republic
Jedi's. As usual, the Republic Jedi's are useless, and they all die, leaving
you to kill the three Dark Jedi's. Search their corpses when you kill them,
then take the left path. Kill the two Dark Jedi standing near the door, search
them, then go through the door. You will arrive on the second deck of the Star
Forge.
~ Deck 2 ~
Run forward down the catwalk, and another cutscene will take over, showing the
Sith talking to Malak. Malak orders the entire Star Forge to be used to send
wave after wave of enemies after you. When you regain control, some Sith's
will come in through the door. The next section of the game will have you
fighting nearly the entire Star Forge. You'll go up against close to forty
enemies by the time this section is done. Kill the initial Sith, then go in
through the door they came from. Be sure to search the corpses of everyone you
kill. The enemies will run the gamut from Sith Apprentices to Heavy Troopers
to Dark Jedi's. When the seemingly endless wave stops, head down the middle
path to the door where the majority of the enemies came from.
You're now in a long hallway. Go left. Oh goodie, another onslaught of Sith
and Dark Jedi's! Kill them all, including the ones who come up from behind.
Keep going to the left, and you'll come to a large door. Go through it, then
through the next door, and you'll be in a room with a computer and three more
Sith Apprentice's. Kill the Sith, then activate one of the three large
computers. Slice into the system, and you can ask it to generate several kinds
of armor, as well as 'customized Jedi robes'. Choose that, and you will get a
robe that is customized to your player's class and path (light or dark). You
may return to the computer to disable all the turrets in the hall, and if you
have the spikes, it's a good idea. Return to the hall.
Follow it back the opposite way, all the way down to the end. You will, of
course, have to fight another wave of enemies. At least the turrets won't fire
at you. At the other end, go through the door, and you're riding an elevator
to the Command Deck.
~ Command Center ~
You will see another cutscene, this time of Malak and Bastila. Malak really is
a bastard, isn't he? After the cutscene, open the door in front of you.
Before we get to Bastila, we have another slew of enemies to fight. When they
seem to stop, go through the door most of them came out of, then through the
next door. Run up the catwalk and follow it to the left, killing more Sith as
you go. Go through the two doors and enter another room.
I'm under the impression that BioWare realized near the end of the game that it
was too easy, and tried to hide this fact by sending wave after wave of enemies
after you. It's not like they are difficult, even on hard, but just plain
annoying.
Anyway, enough of that; in the next room, guess what? Kill more enemies. The
only difference in this room is that the Dark Jedi seal the exit, and you have
to kill them to get by. Wait, that's not a difference; you'd have to kill them
anyway! Well, whatever. Continue up the catwalk, and through the next two
doors.
Well, finally! No more onslaught! Open the door at the top of the catwalk,
and you will be facing Bastila. Tell her "I'll never give up on you, Bastila.
I know you can still be saved.". She then freezes both your party members and
locks the door; it's a one-on-one battle. After you knock her down a few pegs,
she talks to you again.
1: You've been consumed by the dark side, Bastila. Can't you see it's
destroying you?
2: You will accomplish death and destruction with the dark side, nothing
else.
3: You're dooming yourself to an endless cycle of death and betrayal.
She then starts fighting again. Pound on her some more until she talks to you,
yet again.
1: Then strike me down, Bastila. I won't defend myself.
2: You are not evil, Bastila. You will not strike down a defenseless
opponent.
And again, she attacks. And again, you beat on her. And again, she talks.
1: Now you see the dark side is not stronger than the light.
2: I could never kill you, Bastila.
3: You can reject the dark side, Bastila. Return to the light.
4: [Persuade] Use our bond, then. Take your strength from me.
5: [Persuade] I love you, Bastila. I can't abandon you, ever.
6: Help us defeat the Sith, Bastila. This will atone for what you have
done.
7: I trust you enough to leave myself open to your attack, Bastila.
8: You won't, Bastila. Because I love you and I believe in you.
9: You aren't afraid to love anymore?
10: You could use your Battle Meditation to aid the Republic fleet.
Awww, what a sweet, happy, and kind of sappy ending. After the conversation,
you'll see a cutscene of Republic forces advancing on the Star Forge. This is
quite an epic battle that is forming. After the cutscene, you'll be in control
of your character, and you'll be by yourself. Move up toward Bastila, and go
through the door on the right side. Follow this hallway to the end. Approach
the door, and Malak will come out to meet you. He kills two Jedi's, then talks
to you.
1: It's you who can't escape, Malak. Surrender and the Jedi might show you
mercy.
2: I was saved from the darkness, Malak. You can be too, if you wish.
Malak disappears, and unleashes six droids. Do not attack them, because they
will come in a, literally, endless supply. You need to run to each of the
computer terminals (six in total), hack them, and choose "Disable generator."
on each system. Once all six generators have been destroyed, all the droids
will cease attacking. Return to the door where you met Malak. Go through it
to head to the Factory.
~ Viewing Platform ~
When you arrive, run forward down the path. You will see Malak standing in the
middle of the chamber, and he will talk to you.
1: The light side is stronger than you know, Malak.
2: I will never serve the dark side again, Malak!
3: I believe in the power of redemption.
Your best bet is to load up on all the stimulants you have before fighting, and
reapply them when he runs to recharge.
Malak comes after you. If you thought the game was easy, you're in for a good
challenge now. Malak has several Force immunities, and he'll take a lot of
damage, even during the first part of the fight. If you are a Soldier and/or
Guardian, use your lightsabers and use melee on him. Other classes should use
a combination of Force powers and ranged weaponry. After he loses enough
health, he runs over to a chamber, and talks to you. Ask him "What are you
talking about?".
When the battle resumes, try to avoid fighting and run to all the chambers. If
you have Destroy Droid, use it on the chambers to set the soldiers free (their
souls, at least). If you don't have Destroy Droid, then you can't do anything
to them, but don't worry; it doesn't affect the ending. Focus on Malak. Once
his health gets low, he'll suck the energy from another Jedi, refilling his
health completely. He'll continue to do this until no more Jedi are left.
When he moves, follow him, and be ready to attack as soon as he has finished
recharging.
After Malak has used all the Jedi's, he can't recharge anymore. When you beat
him after he's exhausted his supply of Jedi, he falls to his knees, and starts
talking.
1: The power of the light will always be stronger than the dark side.
2: I am sorry I started you on this path. But you chose to continue down
it.
After the battle, your character will walk through the door, automatically, and
you will meet up with Carth and Bastila. When Carth asks you what happened,
say "There was no way to turn him to the light side. I had to kill him.". You
are treated to another cutscene of the Republic making a final attack on the
Star Forge. You are then given a big award, and are given the Cross, the
highest order the Republic can bestow. Everyone is here; Carth, Canderous,
Mission, Zaalbar, Juhani, Jolee, HK-47 and T3-M4. You are then shown the
credits. Congratulations on beating the game. Now go through it again, and
this time, be a real evil Jedi!
===============================================================================
~Dark Side Coming SOON!!!